The Thrice-Tenth Kingdom: Undead


© Bill Kte'pi

Undead Head. Tiny Undead. Hit Dice: 12d4 + 8. Initiative: -1. Speed: 20 ft. (flying). AC: 15 (+2 size, +3 natural). Attacks: Bite +2 melee. Damage: Bite 1d4. Special Attacks: Spell-like abilities. Saves: Fort +2, Ref +4, Will +10. Abilities: Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 10.

Alignment: Non-good, almost always evil. Organization: Solitary.

Undead Heads are the product of spellcasters who have decapitated themselves (as per the decapitate I spell, detailed last column) and then died. They remain intelligent, much as vampires and liches do, and gain additional magical abilities – but may not use their previous spellcasting abilities.

Undead Heads may use the following abilities at will (the DM may wish to adjust this list to keep a party on its toes or adjust the Challenge Rating): animate object, blasphemy, blink, charm person, deeper darkness, detect magic, dispel magic, summon swarm, teleport without error. Once per day, they may use fireball, mass charm, and reverse gravity. These spells are cast as if by a 14th-level sorcerer.

Undead Heads take half damage from weapons which are not iron, silver, or blessed. Magical attacks, fire, etc., affect them normally.

Cold Shades. Medium-sized Undead (Incorporeal). Hit Dice: 3d12 (19 hp). Initiative: +2. Speed: 30 feet (hovering). AC: 13 (+2 Dex, +1 deflection). Attacks: Cold touch +1 melee. Cold breath +4 melee. Damage: Incorporeal touch 1d6 Strength, Dexterity, or Constitution. Cold breath 1d8 standard damage. Special Attacks: Attribute damage, cold breath. Saves: Fort +1, Ref +3, Will +4. Abilities: Dex 14.

Alignment: Neutral. Organization: Solitary or gang (2-5).

Cold Shades are the undead, incorporeal spirits of those who have frozen to death, and were too paralyzed with cold to move on to the otherworld. They crave heat, and are drawn to fires and torches when present, or warm-blooded creatures. They are essentially non-sentient, with an animal-like recognition of their environment but no capacity for thought. Certain clerical spells may, at the DM’s discretion, reach the remnants of the deceased’s personality.

Cold Shades feed off of warmth, sucking it up like sponges absorb water. Their presence extinguishes the heat (but not the flame) of any torch-sized or smaller flames within a ten-foot radius, and reduces the heat of larger fires accordingly. They attack with a breath of cold air, which causes normal hit point damage, or by their incorporeal touch, which temporarily reduces a physical ability (determined randomly, on a 1d6: 1-2 Strength, 3-4 Dexterity, 5-6 Constitution). A creature reduced to 0 in any physical ability dies. Ability points are healed one point per round, once the target is more than 10 feet away from the Cold Shade, and may be healed by healing spells as if they were hit points.

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