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<blockquote data-quote="Voadam" data-source="post: 8413201" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/165491/Beasts-of-Legend-Coldwood-Codex-5E?affiliate_id=17596" target="_blank">Beasts of Legend: Coldwood Codex (5e)</a></p><p>5e</p><p><strong>Vile Undead:</strong> ?</p><p><strong>Spirit of the Dead:</strong> ?</p><p><strong>Unliving Foe:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Standard Zombie:</strong> ?</p><p><strong>Faleich-Wyrm, Ravening Faleich-Wyrm:</strong> The ravening faleich-wyrm was created as an undead engine of destruction but proved too powerful and deadly for even its creators to control, now broken free and spreading leech-ridden plague and corruption wherever they go.</p><p>In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath.</p><p>To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual.</p><p><strong>Undead Engine of Destruction:</strong> ?</p><p><strong>Undead War-Beast:</strong> ?</p><p><strong>Undead Leech:</strong> ?</p><p><strong>Slough, Ancient and Terrible Slough:</strong> The ancient and terrible slough is an undead druid spreading blight and corruption as they gnaw at the heart of the woodlands and wild lands they once protected.</p><p>A slough is powerful undead creature, a former druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p><strong>Undead Druid:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Ugrohter, Sadistic Ugrohter:</strong> The sadistic ugrohter once was fey itself in life, but its lineage has been left far behind, replaced by a murderous impulse to dole out cruelty with deadly ensorcelled needles.</p><p>Ugrohters are undead fey whose accursed souls become trapped upon the Material Plane.</p><p>Ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out of Otherworld and then slew him. The severing of this bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Undead Fey:</strong> ?</p><p><strong>Barrow Wight:</strong> The barrow wight is an undead warlord, deadly skilled with a sword but also with nightmarish sorcerous incantations that make escaping its haunted demesne nearly impossible, unless it lets you escape for its own fell purposes.</p><p>Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p>While greed runs deeply in the cold heart of a barrow wight, it is not only avarice but a thirst for power and authority that drives them into their restless undead state.</p><p><strong>Undead Warlord:</strong> ?</p><p><strong>Boreal Wight:</strong> The boreal wight is far less regal, the spirit of the dead abandoned in the depths of the cold woods, its hate making it one with the forest floor where it has lain in a shallow grave, dragging others down to musty death.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p>They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who [are] like themselves.</p><p>Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight’s flesh.</p><p><strong>Restless Dead:</strong> ?</p><p><strong>Common Wight:</strong> ?</p><p><strong>Boreal Spawn:</strong> A humanoid killed by a boreal wight that is either restrained by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation.</p><p></p><p>The Slough’s Weirdstone</p><p>A weirdstone is magical item that serves as the source of the slough’s mystic power. A typical weirdstone is a roughly egg-shaped boulder about three cubic feet in volume and entirely scribed with strange runes. Weirdstones weigh roughly 4,000 lbs.</p><p>Blasphemous versions of dolmen and similar druidic stones, the slough’s weirdstone draws energy directly from the earth. This allows the slough to use the earth’s energies to restore her own druid powers even though she herself is an abomination that violates the druidic code.</p><p>Weirdstones allow the user to cast spells as a druid with a caster level equal to the creator at the time of its creation (minimum 7th). As these dolmen are typically handed down or stolen by their users, the caster levels of acquired weirdstones varies.</p><p>Undead creatures that cast druidic spells in their previous life may tap into the weirdstone’s power automatically. A living creature who wishes to use a weirdstone must spend 8 hours in meditation. At the end of 8 hours, they may attempt an Intelligence (Arcane) or Intelligence (Nature) check (DC 8 + the stone’s caster level). A successful check attunes the stone to the user and allows them to cast spells as a druid of the weirdstone’s level until they take a full rest. After a full rest, the user loses attunement and must attempt to attune the wierdstone again to regain use of its powers. Each attempt by a living creature to attune the stone reduces the creature’s hit point maximum by 2d10 (13) whether or not the skill check is successful. The user’s hit point maximum returns at a rate of 1d10 (6) per full rest.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8413201, member: 2209"] [URL=https://www.drivethrurpg.com/product/165491/Beasts-of-Legend-Coldwood-Codex-5E?affiliate_id=17596]Beasts of Legend: Coldwood Codex (5e)[/URL] 5e [b]Vile Undead:[/b] ? [b]Spirit of the Dead:[/b] ? [b]Unliving Foe:[/b] ? [b]Undead:[/b] ? [b]Standard Zombie:[/b] ? [b]Faleich-Wyrm, Ravening Faleich-Wyrm:[/b] The ravening faleich-wyrm was created as an undead engine of destruction but proved too powerful and deadly for even its creators to control, now broken free and spreading leech-ridden plague and corruption wherever they go. In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual. [b]Undead Engine of Destruction:[/b] ? [b]Undead War-Beast:[/b] ? [b]Undead Leech:[/b] ? [b]Slough, Ancient and Terrible Slough:[/b] The ancient and terrible slough is an undead druid spreading blight and corruption as they gnaw at the heart of the woodlands and wild lands they once protected. A slough is powerful undead creature, a former druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. [b]Undead Druid:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Ugrohter, Sadistic Ugrohter:[/b] The sadistic ugrohter once was fey itself in life, but its lineage has been left far behind, replaced by a murderous impulse to dole out cruelty with deadly ensorcelled needles. Ugrohters are undead fey whose accursed souls become trapped upon the Material Plane. Ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out of Otherworld and then slew him. The severing of this bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey then rose from the dead, gruesomely transformed into ugrohters. [b]Undead Fey:[/b] ? [b]Barrow Wight:[/b] The barrow wight is an undead warlord, deadly skilled with a sword but also with nightmarish sorcerous incantations that make escaping its haunted demesne nearly impossible, unless it lets you escape for its own fell purposes. Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. While greed runs deeply in the cold heart of a barrow wight, it is not only avarice but a thirst for power and authority that drives them into their restless undead state. [b]Undead Warlord:[/b] ? [b]Boreal Wight:[/b] The boreal wight is far less regal, the spirit of the dead abandoned in the depths of the cold woods, its hate making it one with the forest floor where it has lain in a shallow grave, dragging others down to musty death. Boreal wights are the restless dead left unburied in the evergreen forests of the north. They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who [are] like themselves. Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight’s flesh. [b]Restless Dead:[/b] ? [b]Common Wight:[/b] ? [b]Boreal Spawn:[/b] A humanoid killed by a boreal wight that is either restrained by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation. The Slough’s Weirdstone A weirdstone is magical item that serves as the source of the slough’s mystic power. A typical weirdstone is a roughly egg-shaped boulder about three cubic feet in volume and entirely scribed with strange runes. Weirdstones weigh roughly 4,000 lbs. Blasphemous versions of dolmen and similar druidic stones, the slough’s weirdstone draws energy directly from the earth. This allows the slough to use the earth’s energies to restore her own druid powers even though she herself is an abomination that violates the druidic code. Weirdstones allow the user to cast spells as a druid with a caster level equal to the creator at the time of its creation (minimum 7th). As these dolmen are typically handed down or stolen by their users, the caster levels of acquired weirdstones varies. Undead creatures that cast druidic spells in their previous life may tap into the weirdstone’s power automatically. A living creature who wishes to use a weirdstone must spend 8 hours in meditation. At the end of 8 hours, they may attempt an Intelligence (Arcane) or Intelligence (Nature) check (DC 8 + the stone’s caster level). A successful check attunes the stone to the user and allows them to cast spells as a druid of the weirdstone’s level until they take a full rest. After a full rest, the user loses attunement and must attempt to attune the wierdstone again to regain use of its powers. Each attempt by a living creature to attune the stone reduces the creature’s hit point maximum by 2d10 (13) whether or not the skill check is successful. The user’s hit point maximum returns at a rate of 1d10 (6) per full rest. [/QUOTE]
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