
Undead
The restless dead — revenants, wraiths, and husks that refuse the grave.
Entries · 10Scalable Stat BlocksBounded Gains
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Overview
- Oblivion
- All undead creatures are animated by a cosmic force known as oblivion. This demiurge attempts to erode what already exists, particularly things already succumbing to the late stages of entropy.
- Hollowing
- When a living creature becomes undead, the power of oblivion fills its mind. Strong-willed creatures can resist this impulse for a time, but it inevitably causes madness and a desire to either go on a rampage or withdraw from the world and enter torpor. This is how living minds reconcile oblivion's cosmic imperative to return reality to a state of primordialism: they confuse the flow of entropy with a need to cause death. In mystic subcultures, this effect is known as the Hollowing.
- Phylacteries
- Powerful undead creatures can protect their souls from the hollowing by placing them in an enchanted reliquary. This protects the soul from oblivion's touch and allows the creature to retain its intellect for centuries. If an undead creature with a phylactery is destroyed, it possesses a new corpse within 1 kilometer of its phylactery 1d10 days later.
- Nightsong
- Undead creatures that operate together in large numbers become connected by a gestalt hivemind known as the nightsong. Telepathic creatures can sense large numbers of undead by the eerie siren call they give off. Powerful undead with the ability to command lesser creatures do so by "singing," and necromancers learn to wrangle undead by broadcasting their artificial version of the nightsong. When thousands of undead gather together, their evil psychic whalesong can be heard for miles by telepathically sensitive creatures.
Catalog
10 entriesBloodspawnScale
HP
65
ATT
+6/+6
DMG
claws [d12+5], bite [d8+5]
DEF
15
SOK
4
INIT
+5
SPD
40
ALR
19
MOR
13
F/R/W
7.6.4
IQ
3
ExsanguinateExsanguinateThis creature’s attacks inflict blood loss damage each round unless healed.
View Active Trait Glossary
- Exsanguinate
- This creature’s attacks inflict blood loss damage each round unless healed.
DreadwolfScale
HP
57
ATT
+7
DMG
jaws [d12+6 plus d6 cold]
DEF
16
SOK
3
INIT
+6
SPD
55
ALR
20
MOR
8
F/R/W
7.7.4
IQ
2
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
View Active Trait Glossary
- Pack Predator
- This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
GhostScale
HP
32
ATT
+6/+6
DMG
touch [2d6 necrotic or cold]
DEF
16
SOK
0
INIT
+5
SPD
[45]
ALR
19
MOR
10
F/R/W
2.6.6
IQ
3
EtherealnessEtherealnessThis creature can become ethereal or revert to solidity as an action.MistformMistformThis creature can assume gaseous form or revert to flesh as a bonus action.
View Active Trait Glossary
- Etherealness
- This creature can become ethereal or revert to solidity as an action.
- Mistform
- This creature can assume gaseous form or revert to flesh as a bonus action.
GhoulScale
HP
37
ATT
+5
DMG
claws [d8+4], fangs [d8+4]
DEF
14
SOK
3
INIT
+3
SPD
35
ALR
16
MOR
11
F/R/W
6.4.3
IQ
2
InfectiousInfectiousThis creature’s melee attacks force a fortitude save to avoid contracting the listed disease.
View Active Trait Glossary
- Infectious
- This creature’s melee attacks force a fortitude save to avoid contracting the listed disease.
OrekScale
HP
42
ATT
+3
DMG
bite [d8+4], claws [d6+4]
DEF
14
SOK
3
INIT
+4
SPD
35[25]
ALR
17
MOR
12
F/R/W
6.5.2
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.
View Active Trait Glossary
- Militant
- Proficient in medium armor, shields, and martial weapons.
ReanimatedScale
HP
M
ATT
+6
DMG
slam [d6+2]
DEF
14/10
SOK
2
INIT
+1
SPD
25/15
ALR
10
MOR
20
F/R/W
3.1.0
IQ
0
UndyingUndyingIf reduced to 0 health this creature can make a fortitude save to revive with 1 health.
View Active Trait Glossary
- Undying
- If reduced to 0 health this creature can make a fortitude save to revive with 1 health.
Spider WraithScale
HP
33
ATT
+4
DMG
1d6+2
DEF
13
SOK
0
INIT
+2
SPD
30
ALR
14
MOR
12
F/R/W
4.3.3
IQ
1
FlyfeetFlyfeetThis creature can walk on walls or ceilings as though they were solid ground.
View Active Trait Glossary
- Flyfeet
- This creature can walk on walls or ceilings as though they were solid ground.
SwordwraithScale
HP
45
ATT
+9
DMG
2d8+6
DEF
16
SOK
3
INIT
+4
SPD
30
ALR
17
MOR
16
F/R/W
7.6.5
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.
View Active Trait Glossary
- Militant
- Proficient in medium armor, shields, and martial weapons.
WightScale
HP
61
ATT
+5/+5
DMG
weapon [d10+6 plus d6 necrotic]
DEF
15
SOK
6
INIT
+4
SPD
30
ALR
18
MOR
6
F/R/W
8.5.5
IQ
3
LifedrainLifedrainMelee damage inflicted by this creature can only be restored with magical healing.
View Active Trait Glossary
- Lifedrain
- Melee damage inflicted by this creature can only be restored with magical healing.
WraithScale
HP
67
ATT
+10
DMG
3d8+7
DEF
17
SOK
4
INIT
+5
SPD
30
ALR
18
MOR
17
F/R/W
8.7.6
IQ
3
EtherealnessEtherealnessThis creature can become ethereal or revert to solidity as an action.
View Active Trait Glossary
- Etherealness
- This creature can become ethereal or revert to solidity as an action.