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<blockquote data-quote="Voadam" data-source="post: 9895359" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/en/product/17432/wgr5-iuz-the-evil-2e?affiliate_id=17596" target="_blank">WGR5 Iuz the Evil (2e)</a></p><p>2e</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Flan Warrior:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Spectral Undead, Deadly Monster:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Unusual Undead:</strong> ?</p><p><strong>Undead Guard:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghast Leader:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon Ghoul:</strong> ?</p><p><strong>Ghoul, Undead With Something of a Mind of Its Own:</strong> ?</p><p><strong>Lerrek, Lich Priest 19:</strong> ?</p><p><strong>Dahlvier, Lich Mage 18:</strong> ?</p><p><strong>Lerrek, Demilich:</strong> His lair has magical items appropriate to such a monster, and Lerrek has also cast a wish so that, if slain as a lich, he will reform as a demilich within six hours.</p><p><strong>Mummy:</strong> ?</p><p><strong>Slow Shadow:</strong> ?</p><p><strong>Skeleton, Normal Animated Skeleton:</strong> <em>Bonechain</em> spell.</p><p>Ebon Skull magic item.</p><p><strong>Skeleton, Minor Undead:</strong> ?</p><p><strong>Son of Kyuss, Unusual Undead:</strong> ?</p><p><strong>Spectre, Horror, Spectral Undead, Greater Undead:</strong> ?</p><p><strong>Spectre Able to Use Spells:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Maskaleyne, Vampire Mage 12, Vampire-Mage, Ex-Servant of the House of Naelex:</strong> ?</p><p><strong>Drow Vampire, Mage 14:</strong> ?</p><p><strong>Vampiric Courtesan Mage 7:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wight Guardian:</strong> ?</p><p><strong>Wight, Undead With Something of a Mind of Its Own, Greater Zombie:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Swordwraith, Spectral Undead, Greater Undead:</strong> ?</p><p><strong>Juju Zombie:</strong> Twenty richly-dressed alu-fiends serve as her "handmaidens," and Althea particularly enjoys watching chained human males being energy drained to death by slow succubus bites. The resultant juju zombies are then used as bodyguards around her chambers.</p><p><em>Lifebane</em> spell.</p><p><strong>Juju Zombie, Ordinary Soldier:</strong> ?</p><p><strong>Zombie:</strong> Many thousands have been sacrificed and a typical strategy employed by Iuz's priests in the fertile farmlands here vividly demonstrates the brutal treatment meted out to the survivors. Often, a farming village of 100 people will have twenty or so slain and animated as zombies, to work at the very simplest menial duties on the land.</p><p>A regular punishment for junior clerics and priests of Iuz throughout the Bandit Lands, if they have disappointed or offended their seniors, is to be sent to this area to bring back Sons of Kyuss as zombies. This can be done by casting remove curse or cure disease on a Son, but that means touching the horror, of course.</p><p>The mage Zemyatin who</p><p>slew all the people here and animated them as zombies is hopelessly insane, an escapee from the Legions of the Deranged, and he now believes himself to be the one true priest of Iuz left on Oerth.</p><p><strong>Zombie, Lesser Undead:</strong> ?</p><p><strong>Zombie Guardian:</strong> ?</p><p><strong>Orc Zombie:</strong> ?</p><p><strong>Zombie-Like Undead Creature Which Will Explode Into a Great Acid-Laden Firestorm When Destroyed:</strong> Null's treasured pet project is an undead creature, zombie-like, which will explode into a great acid-laden firestorm when destroyed. The trick is trying to get it to not explode if destroyed within 20 feet of a priest or mage of Iuz, and that is causing Null some difficulty.</p><p></p><p>Bonechain (Necromancy)</p><p>Level: 4</p><p>Range: Special</p><p>Components: V, S, M</p><p>Duration: Special</p><p>Casting Time: 7</p><p>Area of Effect: Special</p><p>Saving Throw: None</p><p>A bonechain spell requires special preparation in the form of material components. For each link in the "chain," the priest must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the priest's experience level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain.</p><p>When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1 per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5 hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is plausible. Bones buried in earth, hidden in plasterwork or within wooden panelling, etc., can spring forth as skeletons. Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier.</p><p>This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material components for the spell are the bones employed and an Unholy symbol of Iuz.</p><p></p><p>Lifebane (Evocation, Necromancy)</p><p>Level: 5</p><p>Range: 0</p><p>Components: V, S, M</p><p>Duration: Instantaneous/Special</p><p>Casting Time: 5</p><p>Area of Effect: Creature touched</p><p>Saving Throw: None</p><p>This spell allows the priest to drain the vital force of a humanoid creature and energize himself in the process. To cast the spell successfully, the priest must make a successful hand-to-hand combat roll to touch the target creature. If this is done, the target loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but may not exceed his normal maximum hit point total. If the target creature is reduced to a Constitution of zero or below by this spell, it becomes a juju zombie under the control of the priest which slew it. Constitution points lost from a lifebane spell are regained otherwise, at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell will drain 1 point of Constitution from a victim permanently. This chance is reduced by -2% per point of Constitution the victim has above 14 prior to the lifebane attack.</p><p></p><p>Ebon Skull: This sinister black humanoid skull, bearing glinting rubies in its eye sockets, is a potent magical item, which even Iuz has forgotten how to craft. Only three are known to be in existence at this time. Priests or wizards possessing such a skull have a considerable wealth of powers granted to them.</p><p>The holder of an ebon skull can animate dead 3/day and create a bonechain, even without prepared bones, of up to 16 skeletons 1/day. All forms of darkness spells do not affect the skull owner, who is likewise immune to cold-based attacks and energy drains. Spells cast at the skull-owner which directly impair physical ability scores, such as ray of enfeeblement, are negated. Magic jar spells and all illusion/phantasm spells of 3rd level or below do not affect the skull owner. Worse still, a priestly owner of an ebon skull may turn good-aligned clerics as if they were paladins of the same level. Finally, once per day, the skull owner can conjure a drifting cloud of chilling black mist with an area of effect and movement equivalent to a cloudkill. The cloud inflicts 6d4 points of damage on any creature caught within it. After two rounds of continuous exposure, a creature so caught must also make a saving throw versus paralyzation or be unable to move for 1d10 rounds.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9895359, member: 2209"] [URL=https://www.drivethrurpg.com/en/product/17432/wgr5-iuz-the-evil-2e?affiliate_id=17596]WGR5 Iuz the Evil (2e)[/URL] 2e [B]Undead, Undead Creature:[/B] ? [B]Undead Flan Warrior:[/B] ? [B]More Powerful Undead:[/B] ? [B]Spectral Undead, Deadly Monster:[/B] ? [B]Undead Warrior:[/B] ? [B]Undead Servitor:[/B] ? [B]Unusual Undead:[/B] ? [B]Undead Guard:[/B] ? [B]Banshee:[/B] ? [B]Ghast:[/B] ? [B]Ghast Leader:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Lacedon Ghoul:[/B] ? [B]Ghoul, Undead With Something of a Mind of Its Own:[/B] ? [B]Lerrek, Lich Priest 19:[/B] ? [B]Dahlvier, Lich Mage 18:[/B] ? [B]Lerrek, Demilich:[/B] His lair has magical items appropriate to such a monster, and Lerrek has also cast a wish so that, if slain as a lich, he will reform as a demilich within six hours. [B]Mummy:[/B] ? [B]Slow Shadow:[/B] ? [B]Skeleton, Normal Animated Skeleton:[/B] [I]Bonechain[/I] spell. Ebon Skull magic item. [B]Skeleton, Minor Undead:[/B] ? [B]Son of Kyuss, Unusual Undead:[/B] ? [B]Spectre, Horror, Spectral Undead, Greater Undead:[/B] ? [B]Spectre Able to Use Spells:[/B] ? [B]Vampire:[/B] ? [B]Maskaleyne, Vampire Mage 12, Vampire-Mage, Ex-Servant of the House of Naelex:[/B] ? [B]Drow Vampire, Mage 14:[/B] ? [B]Vampiric Courtesan Mage 7:[/B] ? [B]Wight:[/B] ? [B]Wight Guardian:[/B] ? [B]Wight, Undead With Something of a Mind of Its Own, Greater Zombie:[/B] ? [B]Wraith:[/B] ? [B]Swordwraith, Spectral Undead, Greater Undead:[/B] ? [B]Juju Zombie:[/B] Twenty richly-dressed alu-fiends serve as her "handmaidens," and Althea particularly enjoys watching chained human males being energy drained to death by slow succubus bites. The resultant juju zombies are then used as bodyguards around her chambers. [I]Lifebane[/I] spell. [B]Juju Zombie, Ordinary Soldier:[/B] ? [B]Zombie:[/B] Many thousands have been sacrificed and a typical strategy employed by Iuz's priests in the fertile farmlands here vividly demonstrates the brutal treatment meted out to the survivors. Often, a farming village of 100 people will have twenty or so slain and animated as zombies, to work at the very simplest menial duties on the land. A regular punishment for junior clerics and priests of Iuz throughout the Bandit Lands, if they have disappointed or offended their seniors, is to be sent to this area to bring back Sons of Kyuss as zombies. This can be done by casting remove curse or cure disease on a Son, but that means touching the horror, of course. The mage Zemyatin who slew all the people here and animated them as zombies is hopelessly insane, an escapee from the Legions of the Deranged, and he now believes himself to be the one true priest of Iuz left on Oerth. [B]Zombie, Lesser Undead:[/B] ? [B]Zombie Guardian:[/B] ? [B]Orc Zombie:[/B] ? [B]Zombie-Like Undead Creature Which Will Explode Into a Great Acid-Laden Firestorm When Destroyed:[/B] Null's treasured pet project is an undead creature, zombie-like, which will explode into a great acid-laden firestorm when destroyed. The trick is trying to get it to not explode if destroyed within 20 feet of a priest or mage of Iuz, and that is causing Null some difficulty. Bonechain (Necromancy) Level: 4 Range: Special Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: None A bonechain spell requires special preparation in the form of material components. For each link in the "chain," the priest must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the priest's experience level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain. When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1 per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5 hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is plausible. Bones buried in earth, hidden in plasterwork or within wooden panelling, etc., can spring forth as skeletons. Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier. This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material components for the spell are the bones employed and an Unholy symbol of Iuz. Lifebane (Evocation, Necromancy) Level: 5 Range: 0 Components: V, S, M Duration: Instantaneous/Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: None This spell allows the priest to drain the vital force of a humanoid creature and energize himself in the process. To cast the spell successfully, the priest must make a successful hand-to-hand combat roll to touch the target creature. If this is done, the target loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but may not exceed his normal maximum hit point total. If the target creature is reduced to a Constitution of zero or below by this spell, it becomes a juju zombie under the control of the priest which slew it. Constitution points lost from a lifebane spell are regained otherwise, at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell will drain 1 point of Constitution from a victim permanently. This chance is reduced by -2% per point of Constitution the victim has above 14 prior to the lifebane attack. Ebon Skull: This sinister black humanoid skull, bearing glinting rubies in its eye sockets, is a potent magical item, which even Iuz has forgotten how to craft. Only three are known to be in existence at this time. Priests or wizards possessing such a skull have a considerable wealth of powers granted to them. The holder of an ebon skull can animate dead 3/day and create a bonechain, even without prepared bones, of up to 16 skeletons 1/day. All forms of darkness spells do not affect the skull owner, who is likewise immune to cold-based attacks and energy drains. Spells cast at the skull-owner which directly impair physical ability scores, such as ray of enfeeblement, are negated. Magic jar spells and all illusion/phantasm spells of 3rd level or below do not affect the skull owner. Worse still, a priestly owner of an ebon skull may turn good-aligned clerics as if they were paladins of the same level. Finally, once per day, the skull owner can conjure a drifting cloud of chilling black mist with an area of effect and movement equivalent to a cloudkill. The cloud inflicts 6d4 points of damage on any creature caught within it. After two rounds of continuous exposure, a creature so caught must also make a saving throw versus paralyzation or be unable to move for 1d10 rounds. [/QUOTE]
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