Undead Species in Gothenya | World Anvil
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Undead

"Death is not the end..."

The result of necromancy, or necromancy infused with blood magic, undead come in two major categories: virulent and non-virulent. Virulent undead include zombies that spread their condition via bite or claw. Thankfully these virulent creations are far less common than their non-virulent brethren.   It is commonly believed that virulent undead must be created using blood magic. At least, initially.    

ZOMBIE VIRUS

  Once bitten by a zombie carrying the zombie virus, you must make a DC 13 Constitution saving throw or be infected. When infected, you must make a DC 13 Constitution saving throw every hour or take 3 (1d6) necrotic damage. The damage increases by 3 (1d6) for each saving throw you have made against the disease, to a maximum of 24 (7d6). This damage lowers your hit point maximum by an amount equal to the damage taken. If the disease is treated, you will regain your missing hit point maximum, but should your hit point maximum be reduced to 0, you will die and be reanimated as a zombie carrying the disease.      

UNDEAD AS PLAYER CHARACTERS

  Though unorthodox, it is possible for a player to run a character who has returned from the dead. Instead of being a race unto themselves, however, the "undead" status is instead a template added to the racial characteristics of the existing species archetype.   In all cases, undead PCs must be of the greater undead classification, in other words... intelligent undead.   In most cases, undead PCs retain the majority of the racial abilities they enjoyed in life. New features, both beneficial and detrimental, are in turn added to their racial characteristics.   In most cases, and at the DM's discretion, virulent undead may never be virulent. Virulent undead are typically unintelligent zombies.      

UNDEAD STATUS ABILITIES: BENEFITS

  *This section also includes effects that may be considered neutral in relation to their value.   Undead Nature. Your creature type is now "undead" for the purpose of status and spell effects. Further, you no longer require air, food, drink or sleep.   Undead Immunity. You are immune to the effects of the spells Antilife Shell, Blight, Command, Hold Monster, Phantasmal Force, and Sleep. You are also immune to Poison Damage and the "Poisoned" Condition. Finally, you are immune to the "Exhausted" Condition.   Damage Resistance. You have resistance to Necrotic Damage.   Turn Resistance. You have advantage on saving throws against any effect that turns undead.   Unholy Stance. You have an advantage when standing on desecrated ground.   Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.    

UNDEAD STATUS ABILITIES: DETRIMENTS

  Healing Impaired. The majority of healing spells (among them the most frequent ones, Healing Word and Cure Wounds) don't affect the undead. You may only be healed by certain Restoration or Mend spells, at the DM's discretion.   The DM may also rule that standard healing spells indeed work, but only restore half their normal hit points. Though undead do not require rest, they may spend Hit Dice to restore hit points (as normal) but only in conjunction with a Healing Kit (simulating an improvised "mending" with bandages, etc.). They also regain spent hit dice after a "long rest" (assumedly spent mending themselves with said Healing Kit).   Rot of Ages. Without proper preservative magic (or chemicals), your body begins to decay at a rate of 1 point of Constitution per week. This loss cannot be restored without either Greater Restoration or a Wish spell. A Lesser Restoration spell stops Constitution loss for one week, but does not restore Ability Score losses. A Greater Restoration spell fully restores lost Constitution and staves off additional rot for one month (after which the rotting process begins anew). A Wish spell can permanently preserve an undead PC.   Undead PCs may be affected by Aid or Mend spells, staving off additional rot for one week per casting.   Damage Vulnerability. You are vulnerable to Radiant Damage. Additionally, you are damaged by Holy Water.    
Lord Vorliss 2
 

Basic Information

Anatomy

As in life, unless they are properly decaying, in which case who knows what's fallen off.

Genetics and Reproduction

Undead may only reproduce through magical means, or, in the case of virulent undead, through the spread of disease via contact with the blood stream.

Growth Rate & Stages

There is no growth, only decay.

Dietary Needs and Habits

Only virulent breeds of undead require true sustenance, typically in the form of living flesh. There are, however, non-virulent ghouls who prefer to dine on living flesh (though it is not a requirement for their "survivial").

Biological Cycle

The only biological process left to the undead is decay, save for the few greater specimens (such as liches) that have access to preservative magic.

Additional Information

Social Structure

Undead have little to no social structure of their own. There are, however, stories regarding colonies of intelligent undead who attempt to continue the lives they left off upon their initial death.

Domestication

Many arcane casters, necromancers in particular, harness magic to grant them control over lesser undead (skeletons and zombies, primarily).

Geographic Origin and Distribution

Undead can be found anywhere necromancy is available. They are often associated with certain dark lands, such as Lentokk and Barovia.

Average Intelligence

Undead range from the completely unintelligent (such as skeletons under the control of a necromancer or similar caster), to the godlike (such as arch or demi liches).

Perception and Sensory Capabilities

Undead typically retain whatever senses the host organism had in life, and if any of those senses were destroyed or impaired, the undead loses the use of them. In the case of skeletons, who have lost all their traditional senses, they have been imbued (by their creators) with a form of magical dark vision (or even tremor sense), to replace their lost senses.

Civilization and Culture

Naming Traditions

Undead don't typically have names beyond those they had in life, however cheeky friends may add the prefix "dead" before an undead companion's old name. "Hey, here comes ol' Dead Ned!"

Beauty Ideals

Not even going there...

Relationship Ideals

See "beauty ideals."

Common Taboos

Let's try not to eat the party.

Interspecies Relations and Assumptions

Gross.
Scientific Name
Homo Immortuos
Origin/Ancestry
Variable
Lifespan
Rot typically ends an undead's "life" within 3-4 months unless other measures are taken. Skeletons are an exception.
 

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