Undead Races

 

Introduction to the Undead Races

Undead Races are generally shunned by most societies. Elves in particular loathe the Undead. No undead can be charmed or sleeped.

 

Werewolves

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common
None
None
-2
11
XP Modifier
Natural AC
Height
Weight
None
10
4'6" - 6'0"
75 - 300
Classes
Turned Effect
Fighter, Necromancer, Thief, Shaman
lose 2 constitution permanently

These are men who were cursed or bitten and have become werewolves. They can be forced into their wereform when enraged or excited any number of times per day. Most werefolk have a tendancy to over-react and must excercise great restraint when they perceive injustice or a friend being injured. The hardship of their lives have lead them to distrust any Gods and they refuse healing from priests.

They are human in all respects except they cannot be raised. Werewolves can be harmed by normal weapons but take triple damage from silver weapons. They can go into their form once per day. It takes one round. The DM can force a player into form if the player fails a MAGIC check. In wereform the werewolf thinks only about murder and causing pain. All werefolk in either form are -2 to all saving throws as a result of their curse, and lose two points of constitution permanently for being turned.

Wereform: AC 5 and immune to normal weapons, attack 2/1 for D6 + strength bonus, or they can bite for 2D10 points of damage (with a 5% chance of infecting the target with lycanthropy). In form, they can leap 15 feet in any direction, and generally strike fear into their opponents. HP and Attributes remain the same. Infravision 120ft.


Skeletons

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common
Con -1, Mag -1
95%
-1
10
XP Modifier
Natural AC
Height
Weight
None
10
4'6" - 5'6"
20 - 40
Classes
Turned Effect
All except Cleric, Druid, Ranger, Paladin
lose 2 magic permanently

These are dead humans who have been brought back to life because they have some further duty to fulfill in life or because they have been brought to life by a necromancer. They are keen with generally good senses of humor (they have seen the world beyond after all), and enjoy life all the more because they are dead. Most people are generally frightened of them. They only feel pain from blunt or crushing blows and disasters.

Skeletons subtract two from the damage of piercing and slashing weapons. If a limb is severed they can simply reattach it, but they fall apart easily. They lose a point of magic every time they are resurrected (instead of Constitution). They turn into ghosts once their magic score reaches zero. They do not need to eat, though they frequently drink and require sleep.


Imps

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Dark
Mag +1, Dex -1
50%
-1
10
XP Modifier
Natural AC
Height
Weight
None
9
3'6" - 5'6"
70 - 200
Classes
Excorcised Effect
Fighter, Thief, Necromancer, Shaman, Warlock, Alcheficer, Mage, Magus
return to plane for one day

Imps are small demons from another plane of existence - usually Pandemonium. Though they have wings, they can only hover and must strength check to fly up to 15 feet in the air. They are uncommonly learned in magic arts, and can be extremely muscular or fat and hideous.

They are highly mistrusted, but they lust for adventure. They are often mistaken for a companion to a Wizard, and are often not harrassed by anyone except halflings, whom scholars (and barkeeps) believe are a closer relative to imps than humans. Imps have a different stinger depending on the region of their plane of existence.

Region Skin Tint Stinger
City yellow, orange, green target save vs. poison or sleep
Volcanic ash gray, red stinger attacks 2/1, D4 + str
Underdark black, purple target save vs. poison or 4D6 dam
Tundra white, dark blue target save vs. poison or 2 rnd stun


Revenants

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common
Str +1, Mag +1
Con -1, Wis -1
50%
-1
10
XP Modifier
Natural AC
Height
Weight
None
10
4'2" - 5'6"
70 - 140
Classes
Turned Effect
All except Cleric, Druid, Ranger, Paladin
lose 1 con and wis permanently

Revenants are elves who are brought back from the dead, their name literally means "The Returned". They are extremely rare, since it is outside the powers of any living creature to bring an elf back. A revenant may be able to pass completely as a living elf; they look how they appeared at the end of their life. Therefore, a Revenant who died by burning will look charred, seared, and extremely noticeable. A Revenant who died by poison may return normal in respect to all their outward appearances. They are incredibly adept magicians and warriors, and they usually put their skills to work on some purpose. They spend much of their undead 'life' attempting to figure out why they were brought back, and make some sort of restitution in life. The good often come back for revenge, the evil to right some sort of wrong which they did in life. But this does not always put a Revenants soul to rest; some wander ceaslesly with nightmares of their final moments never mustering up the pride or humility to face the world in their current form.

The Revenant's greatest weakness is the joyful music of the living. While Revenants are not necessarily humorless, they cannot stand the sound of beautiful music and suffer D4 damage every round they hear it. Music from Bards causes triple damage.


Zombies

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common
Con -2, Wis -2
Immortal
-1
10
XP Modifier
Natural AC
Height
Weight
none
10
4'6" - 6'6"
70 - 300
Classes
Turned Effect
All except Cleric, Druid, Ranger, Paladin
lose 1 con permanently

Zombies are hapless and hopeless near-human creatures brought back from the dead by necromancers or other dark forces. They fall apart extremely easily since their flesh is generally rotting. Since their bodies have long been dead, they do not smell, though watching a Zombies arm randomly fall off can be extremely harrowing for most folk. They are slow and comical folk who get one major benefit from their state of mishealth...a zombie is nearly invulnerable. He never 'dies' really, unless his heart is incinerated in a magical fire or his body is turned by a priest. Once he reaches below 1 hitpoint, parts start flying off of him, and the zombie generally has trouble staying together. The parts will grow back or re-collect over time. A zombie is permanently destroyed if their constitution reaches zero.


Vampires

Languages
Modifiers
Ressur.
ST Mod.
ST Max.
Common
All stats +1
None
None
9
XP Modifier
Natural AC
Height
Weight
+6
10
4'6" - 6'6"
70 - 300
Classes
Turned Effect
All except Cleric, Druid, Ranger, Paladin, Barbarian, Alcheficer and Bard
lose 1 in each stat permanently

PC vampires are not the chaotic evil, human-looking freaks that many understand as the common vampire. Unlike their more powerful and evil cousins, these vampires can walk in the day. They still have good reason to fear holy symbols and priests. If they are turned they lose 1 in each stat permanently. A vampire is destroyed if any stat reaches zero. They may never be raised from the dead.

Blood Drinking. PC Vampires are usually somewhat ashamed of their bloodlust, and often drink from corpses or dead animals. Companion PCs may offer the vampire a drink, but they must make a constitution check at -4. if they fail, they take a D10 damage and have a 1% chance of becoming a vampire. Vampires may never be healed. They must drink to heal themselves (one drink will heal them fully, though they may only drink once per day). If they do not drink in a day, they lose 1/4th of their hitpoints.

Vampires cast no reflection in a mirror or glass, cast no shadows, and move in complete silence. Vampires may choose two of the following twelve blood gifts to start with.

Blood Gifts Check Description
Animax Con +1 supernatural affinity with and control of animals
May calm, control, or enrage animals. PC starts with animal companion
     
Auspex Wis -1 extrasensory perception, awareness, premonitions
All senses may be briefly extended with an auspex check, once per day.
     
Celerix Dex +1 supernatural quickness and reflexes
Extra attack per round. Check during intiative.
     
Dementax Int +1 the ability to pass madness
Touch someone to cause fear or instill specific phobia, once per day.
     
Dominex Int -1 influence over the minds and actions of others
May check to charm person. Vampire may not move while controlling.
     
Fortex Con +1 unearthly toughness to pain and elements
Once per day, may check to take no damage from something.
     
Necronix Mag +1 power to summon and control undead
May cause skeleton to rise from a corpse, once per day, for 1 hour.
     
Obfuscex Dex -1 the ability to remain obscure and unseen
May become invisible once per day for a short amount of time.
     
Obtenebrax Mag -1 control over shadows
May camoflouge self and others with shadows once per day.
     
Potenex Str +1 physical vigor and strength
Damage +1 with anything. Check during intiative.
     
Oratix Wis +1 the ability to attract, sway, and control crowds
May make great orations on check with a specific intent to action.
     
Proteax Str -1 limited shapechanging
Unarmed attacks do D6. PC starts with one animal trait/ability.

At level seven, vampire may choose two more powers, but then they must suffer a loss of 1/3rd of their hitpoints for not drinking.

 

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