I've seen several other OSR guys play and post their supernatural Race Classes for a while now and decided to throw mine out for
I have been a huge fan of the Nightlife RPG for over 25 years. Check it out
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For years i had made different supernatural races for the PC's to toy with. I showed a few of them earlier in this post for Victorian Horror
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The following can be used with Classic D&D/ OSR game classes ranging from Fantasy to Modern. With a small bit of work they can be used as Race Classes.
They can also be used as alternatives to the standard D&D versions of these creatures. I have put my own spin on them.
In classic games ability scores tend to run from 3 to 18 with bonuses of +1 or +1-3, or some other combination.
I included ability score modifiers with each race and several may run under the minimum of 3 and maximum of 18. You can handle this a number of ways and most DM's will do one of the following:
Keep the maximum ability score at 18, do not go above it.
Extend the ability scores and bonuses above 18.
Both are perfectly valid. Go with what your comfortable.
Keep the minimum/maximum to 3/18. Subtract/add the racial ability modifier as a bonus or penalty to the normal ability score bonus and an adjustment to ability score checks.
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For example: a +2 Str adjustment for a vampire with a Strength score of 15 (+1) bonus.
The +2 Str adjustment is added to the natural +1 bonus for a +3 total bonus to melee attacks and damage.
A Dexterity score of 15 (+1) bonus with a +2 would receive an over all bonus of +3 to ranged attacks and to armor class. Et cetera.
Summoned to by witches covens, banished to Earth by their masters, or accidentally dropped through an inter-dimensional portal Demons sometimes end up trapped in the world. All are physically twisted in some way. Many have a bestial appearance (horns, hooves, claws, toad's features; the list is endless) while others look like beautiful men or women with red skin and only a few animalistic features. All tend to scheme and crave power and dominion over those around them.
Built like humans but highly resistant to flame. They have small horns, claws, fangs, and bat wings but have learned to hide their appearances to survive. They tend towards lawful evil and will insist, when possible, on written contracts when hired for jobs. This was designed to keep them in line with their Masters in their fiery home.
Claw or horn: 1d4 damage.
Fire breath: once per day per two levels. 2d6 fire damage. 30' range.
Fire tolerance: half damage from heat/fire damge, 1/4 with a successful Save.
Flight: can fly at a rate of 180'/60' for a number of rounds equal to Constitution. Must rest 1d6 rounds after this.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate cold, holy, or magic damage and does not regenerate when dead.
Unholy: when approaching a holy item the Daemon must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Vow: once giving their word with a bargain, contract, or a vow the Daemon has difficulty breaking it. To do so they must make a Saving Throw with an eight penalty to break it.
Large humanoids with ram-like heads, furry legs and cloven hooves. Built for war and punishment, they are natural warriors and destroyers and tend to only listen to those stronger than they are. There are exceptions but it takes a brutal hand to keep most Goatmen in line. They favor large bladed axes and hate to hide their appearance from 'lesser beings' but have learned to do so to survive.
Bite, hoof, or horn: 1d6 damage.
Berserk: if angered or attacked the Goatman must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the Goatman must make another Saving Throw to calm down otherwise it will attack the nearest person. It can try a Saving Throw each round after to try to come out of the berserk.
Fear: living creatures who come within 30' of the Goatman must make a Saving Throw or suffer a -2 penalty ot all actions.
Freak: 0 Charisma with normal humans.
Name of the beast: if the name of the Goatman is known and used in a spell the Goatman's allowed Saving Throw for these spells is at a -5 penalty. This applies to charms, summonings, protections, etc.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate iron, holy, or magic damage and does not regenerate when dead.
Track: the Goatman can track by scent. It can do this at the same chance as a thief of equal HD attempting to hear noise on a 1d6.
Unholy: when approaching a holy item the Goatman must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Beautiful and exotic by human standards even with small horns and claws. They seduce to survive and with their alter for ability are masters of blending in with mankind. They are not as contract orientated as Daemons but are designed to keep their word once given. This is what has kept them slaves to their Hellish masters.
Alter form: can change appearance to a normal human looking form. They cannot take on a variety of forms, only a single specific non-demonic human looking form. If injured or within 10' of a holy item the incubus/succubus must make a Saving Throw to maintain this human appearance.
Claw or horn: 1d4 damage.
Diet restriction: must drain 4 hp per night or lose one Constitution point. The drain is via sex. It is not normal damage inflicted. The act itself removes the hp from the usually charmed victim. To stop the Con loss normal draining must continue nightly and the creature will gain back one Con point per night of normal draining.
Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate iron, holy, or magic damage and does not regenerate when dead. Constitution lost from the diet restriction is not regenerated.
Seduction: as per Charm Person. Can be used once per day per three HD of the incubus/succubus. The subject recieves a 4 penalty to the Saving Throw.
Travel: once per day per 2 HD. As per the Teleport spell.
Vow: once giving their word with a bargain, contract, or a vow the incubus/succubus has difficulty breaking it. To do so they must make a Saving Throw with an eight penalty to break it.
Those infected with various forms of lycanthropy appear normal in human form except for the mark of a pentagram somewhere on their bodies. It appears as a healed brand of a five sided star in circle.
All have the following abilities in human form as well as wereform.
Alertness: only surprised on a 1 on 1d6.
Animal panic: when coming within ten feet of natural animals, the animals must make a Saving Throw or panic and attempt to flee.
Curse of the moon: on the three nights of the full moon the were involuntarily changes into wereform over the course of five rounds of agony. During this change their Intelligence drops to that of an animal as they lose all self. They will attack nearly every living thing they encounter on these nights, friend family, or foe.
Destruction: to permanently kill a were it must have died from damage due to a silver weapon or its body must be burned to ash by fire. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
Pentagram mark: the mark of the five pointed star is on their body somewhere. The were gains a +2 bonus to magic Saving Throws.
The change takes two rounds when in control. Wereslimes are large puddles of sentient goo whereas the others are a large humanoid form of there were-animal.
The were can change anytime after dark. Speech is possible but difficult due to changes in mouth and throat structures. The were is in control in their wereform although the werewolf tends towards berserking.
Bite: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werebat on the first night of the full moon on the following month.
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
Acid touch: can turn this ability on or off as desired. Extrudes an acid which does 2d6 to objects it contacts. Those who are burned and survive must make a Saving Throw or become a wereslime on the first night of the full moon on the following month.
Amorphous: A human sized puddle of goo. Can stretch into a thing puddle, under doors, up walls, etc. Can form grasping appendages to manipulate objects. It gains a +2 to AC due to its ability to shift around attacks.
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from cold, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
+4 Saves vs disease and poison.
Bite: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werespider on the first night of the full moon on the following month.
Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.+2 AC: fur and muscle.
Spider climb: as per the spell.
⦁ Spider swarm: turns into a man-sized spider swarm. The swarm can move through small openings, etc. The swarm's strength drops to half of the werespyder's (round up, no extra penalty to hit or damage), bite damage is reduced to 1d4; it retains all other special abilities and flaws.
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Web: as per the spell. Can use once per day per three HD.
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+2 AC: hard carapace.
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+4 Saves vs disease and poison.
Werewolf
Str +4, Dex +1, Con +2, Int -2, Wis -2, Chs 0
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Berserk: notoriously dangerous, if angered or attacked the werewolf must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the werewolf must make another Saving Throw to calm down otherwise he will attack the nearest person. He can try a Saving Throw each round after to try to come out of it.
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Bite or Claw: 1d6 damage. Those who are bitten and survive must make a Saving Throw or become a werewolf on the first night of the full moon on the following month.
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Dark Vision 60'
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Freak: 0 Charisma with normal humans
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Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from fire, magic, or silver and does not regenerate when dead.
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+2 AC: fur and gristle.
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+4 Saves vs disease and poison.
Other
Amphibion
Scaled fishmen encountered in far reaching locations: from tropical lagoons to the deepest oceans. They will occasionally come on land out of curiosity or for other darker reasons. Others are exiled for crimes against their kin. Amphibions are easily aggravated especially when they have to hide their appearance from the world. They can speak but with a bubbling strangled quality.
Str +2, Con +2, Int -2, Wis -2, Chs -4/0
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Amphibious: the creature is equally comfortable in water or on land. It can breathe underwater. When fully immersed in water the amphibion will heal at the rate of 1 hp per minute.
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Claw or bite: 1d4 damage.
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Dark Vision 60'
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Dehydrate: require x2 amount of water as a human. It will lose 1hp per hour when dried out.
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Freak: 0 Charisma with normal humans
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Swim: 150'/50'
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+2 AC: scales
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+4 Saves vs cold: can tolerate the icey depths of the seas.
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-4 Saves vs heat/fire
Ape/Beastman
Brought back to civilization as adults or raised by scientists, they are remnants of a lost civilization in hidden parts of the world such as the lost city of Opar. Savage or civilized, they are fearsome in appearance and are primitive, with apish features, long arms, and twisted muscular bodies covered in hair ranging from rusty red to brown and black.
Str +2, Dex +1, Con +2, Int -2, Wis -2, Chs -4/0
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Berserk: if angered or attacked the Beastmn must make a Saving Throw or fly into a rage attacking with a +2 to melee hits and damage, a -2 to ranged hits, and a -2 to AC. Once the source of the berserk has been defeated or has fled the Beastman must make another Saving Throw to calm down otherwise he will attack the nearest person. He can try a Saving Throw each round after to try to come out of it.
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Climber: as a Thief of equal HD (if he has class with the climb walls ability add a +20 percent bonus.)
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Fear of the Unknown: -2 to Saving Throws versus magic.
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Freak: 0 Charisma with normal humans.
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Primitive: -2 to rolls using modern technology such as firearms, vehicles, electronics, etc.
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+2 AC: fur and gristle
Automaton
These rare creations are the result of advanced, often far ahead of their time, inventors and scientists who have managed to create self-aware machines. Although they are viewed with curiosity and often mistrust and fear from society the Automaton often seeks approval and a sense of self-worth. For convenience and to mimic humanity they are often humanoid shaped metal constructs. Those that are built on a non-humanoid design often quickly adapt to a more humanoid form to help hide themselves from the outside world.
Str +2, Con +2, Int +2, Wis -2, Chs -4/0
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Crushing hands/weapon: 1d6 damage.
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Destruction: when an automaton's hp reach a level indicating death it deactivates and 'dies'. The body can be rebuilt or used for spare parts. If rebuilt the mental faculties of the original are gone. The new automaton is a new being without the experience or skill of the original.
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Freak: 0 Charisma with normal humans
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Immunity: sleep, charm, poison, disease
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No biologic function: requires no sleep, food, water, oxygen, etc.
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Power source: must recharge/renew power source 1 per three days or lose one pont of Con per hour until reaching 0 and deactivating. The fuel can be electricity, actual fuel, blood, etc.
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Repairs: does not heal. Must be repaired. Int check each hour for 1d6 hp repaired.
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+4 AC: armored
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+4 Saves vs cold and heat/fire: hardened casing
Boogeyman
These men and women have been changed by evil. Inheritors of a family curse, twisted by a deranged upbringing, possession by dark forces, these are just a few of the ways a normal person starts on the road and becomes a psychotic killing machine. Boogeymen are supernaturally endowed serial killers. The evil that taints them gives them enhanced abilities and erodes their minds to stalk and kill. They usually driven hunt a specific sort of prey. Some may try to sate this need by killng criminals or other members of society that they feel will not be missed. They will often justify these killings in their twisted minds. Some try to stop but eventually lose control and must kill again.
Str +2, Con +2, Wis -2, Chs -2
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Driven to kill: the Boogeyman is cursed with the impulse to take one human life per week. If he fails to do this he loses 1d6 Wis and Charisma per day until the deed is done. All lost attribute pointss return immediately.
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Mask of sanity: when stressed must make a Saving Throw or Charisma drops by four points.
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Murder machine: all melee dmg is one dice higher.
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Obsession: must pick one situation such as encountering drunks, red headed prostitutes, elves, teens having sex, etc. When this situation is encountered the Boogeyman must make a Saving Throw to not begin stalking the object of the obsession and eventually trying to kill them.
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Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from magic or fire and does not regenerate when dead.
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Shadow stalk: can use once per day per two levels. Can teleport instantly from shadow to shadow. The range is 30' plus 5 per HD past 1st.
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Track victim: Must have seen the target previously. To track must concentrate for a full round. With a successful Int check, with a one bonus per five levels, the Boogeyman senses which direction a chosen target has gone.
Created
Victor Frankenstein’s experiments inspired others to experiment on the dead. Over the decades partial and flawed copies of his notes have made their way into forbidden circles of colleges and mad doctors dreaming of creating life. From these clues a rare few discover the secrets of resurrection and the Created is the result of these experiments. Most do not survive more than a few minutes after their awakening. Those that do often go mad and turn on their creator, destroying the creator, themselves, or sometimes both. Those that do survive and escape find they are outcasts in the world. The Created are a horrific sight of a gigantic body of stitched together parts.
Str +4, Con +4, Wis -2, Chs -4/0
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Ageless: does not age.
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Animal hostility: when coming within ten feet of natural animals the animals must make a Saving Throw or panic and attempt to flee.
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Cold Immunity: half damage from cold damage, 1/4 with a successful Save.
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Fear of fire: if confronted with fire the size of a torch or larger the Created must make a Saving Throw. If successful it has a -2 penalty to all actions near the fire. If it fails it goes Berserk (as per Beastman above) and attacks those around it.
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Freak: 0 Charisma with normal humans
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Massive stride: the Created move at a rate of 150'/50'.
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Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire or magic damage and does not regenerate when dead.
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+2 AC: massive muscle and bone structure.
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+4 Saves vs disease and poison.
Dhampir
Children born of a human mother and a vampire father they exist in the world of both the living and the undead. As a number of vampires have spread from their ancenstal lands the number of Dhampir has risen as well. They are often successful vampire hunters, able to detect undead. They are also cursed with their father's lust for blood. Many are nomads, rejected and feared if their true nature is discovered. Dhampir's appear as normal men or women with small fangs and pale skin.
Str +2, Dex +1, Con +1, Chs +2
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Bite: 1d4 damage.
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Blood healing: for every two hp damage done with the bite the Dhampir heals one hp.
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Curse of blood: when near a source of fresh blood the Dhampir must make a Saving Throw or attempt to feed on the source by any means.
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Dark vision: 60'
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Sense undead: within 30' of an undead the Dhampir gets to roll a Saving Throw to detect them for what they are.
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Sunlight: when in direct sunlight all actions are at a -2 penalty.
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+2 Saves vs disease and poison.
Gargoyle
Magical beasts brought to life from stone gargoyle's haunt the darkened skies and rooftops, hiding from the sun in the daytime. They appear as dark thick hided humanoids with a variety of demonic horns, claws, fangs and wings. Often savage they do have the ability to speak when they have to. They often keep to themselves hunting small animals and strays for food. Sometimes one will go rogue and make a meal out of an unsuspecting victim.
Str +2, Con +2, Int -4, Wis -2, Chs -4/0
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Bite or claw: 1d6 damage.
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Dark Vision 60'
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Damage reduction: half damage from all damage except magic, iron, and sunlight. This is reduced to 0 damage at 9th HD.
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Flight: can fly at a rate of 180'/60.
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Freak: 0 Charisma with normal humans
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Sunlight: gargoyles take 1d6 damage when exposed to direct sunlight. This reflects them turning to stone as the light destroys them. They must heal this damage naturally and if killed by the sunlight they appear as statues.
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+2 AC: thick hides.
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+4 Saves vs magic: magical creatures.
Ghoul
Ghouls are men and women who have transformed into a monstrous parody of themselves either by a curse or degeneration and are compelled to eat the rotting flesh of corpses. They haunt morgues and graveyards searching for corpses to sate their fiendish desires. They often live in shabby underground tunnels and warrens beneath their feeding grounds, away from normal society, only emerging at night to prowl around. Ghouls look like normal men and women but with unusually sharp, dirty teeth and an unsettling but hard to place oddness about their features and paleness of skin.
Str +1, Dex +1, Con +2, Wis -2, Chs -4/0
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Bite: 1d4 damage.
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Curse of the grave: ghouls must eat four pounds of rotting human flesh per day or suffer a loss of one Constitution point per day. Feeding stops the Con loss and if the diet is maintained the ghoul gains one point of Con back per day.
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Dark Vision 60'
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Freak: 0 Charisma with normal humans.
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Obsession, rotted human flesh: if the ghoul encounters any it must make a Saving Throw or attempt to devour it.
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Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire, magic, or silver damage and does not regenerate when dead. Constitution lost from the curse of the grave is not regenerated.
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Sunlight: in direct sunlight the ghoul suffers a -2 penalty to all actions.
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+2 AC: rubbery.
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+4 Saves vs disease and poison: hardy.
Rakshasa
Demons or dark spirits given flesh the Rakshasa is a horror from the east. It has a particular difficulty with Hindu holy symbols and items. It is a large hairy humanoid with massive fangs and claws. It can enter the minds of individuals, find a person or being they trust, then appear as that person or being. They then lure them into a secluded area and feast on their victims flesh.
Str +2, Con +2, Int +2, Chs -2/0
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Bite or claw: 1d6 damage.
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Curse of flesh: the Rakshasa must consume 4hp of living human, demihuman, or humanoid flesh daily or begin to crave it on the next day without feeding. When they crave it and a living target is within sight the Rakshasa must make a Saving Throw or attempt to devour the creature.
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Dark Vision 60'
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Destruction: to permanently destroy the Rakshasa the final damage that pushes it into death must be dealt with a blessed crossbow bolt. If it is 'killed' by any other method or damage it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
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Freak: 0 Charisma with normal humans in its true form.
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Regeneration: 1 hp per round, 2 at 9th HD. Cannot regenerate fire, magic, or holy damage and does not regenerate when dead.
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Sunlight: in direct sunlight the Rakshasa suffers 1d6 damage per round.
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Trust form: when stalking its prey the Rakshasa can make an Intelligence check. If successful it has entered the mind of its victim and found the one person in the world that victim trusts and can assume the physical appearance of that one person. This Int check receives a +1 bonus per every 3 HD of the Rakshasa. This acts as a Charm Person spell and if the victim fails their Saving Throw they believe completely that the Rakshasa is their friend and will willingly follow it, usually to their doom. If they are suspicious the victim receives a two bonus to their Saving Throw. If injured or within 10' of a holy item the Rakshasa must make a Saving Throw to maintain this human appearance.
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Unholy: when approaching a holy item a Rakshasa must make a Saving Throw to approach within 10' of the object. If this is a holy item from Hindu mythology the Save has a four penalty. Direct touch does 1d6 damage.
Serpentman
Their ancestors ruled the primordial world before men became men. Hiding in tunnels and secret places in the earth the Serpentmen have existed along side mankind, waiting for their chance to reclaim their lost glory and empires. Modern Serpentmen are adept at blending in with mankind either by magical disguise or stealth and trickery, often using minions as their public face. They view humans as inferior 'monkeys' and most desire nothing short of ruling the world by gaining knowledge and power. Theirs is a tradition of powerful magic and sorcery; it is not uncommon for Serpentmen to belong to magic using classes.
Str +1, Dex +2, Con +1, Int +2, Chs -4/0
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Bite: 1d4 damage. Three times per day the Serpentman can inject poison via the bite doing an extra 2d6 damage, Save for half.
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Climb: the sinuous bodies allow for climbing as a thief of equal HD (if he has class with the climb walls ability add a +20 percent bonus.)
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Dark Vision 60'
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Freak: 0 Charisma with normal humans in its true form.
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+2 AC: scales
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+4 poison resistance: natural immunity
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+4 magic resistance: eldritch race.
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-4 save vs cold: cold blooded.
Worm-man
No one is truly sure of the worm-men's origins. They may have mutated beneath the earth, perhaps naturally or due to some magical or man-made accident, and have come above ground to walk among us. They appear as humanoid worms with two six sets of black eyes and a arge fanged maw. They are quite intelligent and pick up language and customs quickly. They favor using their consume likeness ability to infiltrate and enjoy the comforts of society.
Dex +2, Con +2, Int +2, Chs -4/0
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Acid spit: three times per day the worm-man can spit a caustic acid from its mouth. Damage is 2d6 and range is 10'.
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Bite: 1d4 damage.
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Consume likeness: the worm-man can swallow a human corpse taking three rounds to do so. After 1d6+6 minutes of bloated digesting the outer form of the worm-man splits open and the tissue below assumes the form of the now absorbed corpse. This appearance will last as long as the worm-man desires unless he is wounded or rendered unconscious. When either occurs it must make a Saving Throw to retain the form otherwise its skin splits open and sloughs off the human appearance.
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Dark Vision 60'
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Freak: 0 Charisma with normal humans
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Regenerate: 1 hp per round. 2 at 9th HD. Cannot regenerate damage from cold, fire, salt, or magic and does not regenerate when dead.
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Salt: worm-men take damage from salt. Contact with salt causes 1d6 damage.
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Spiderclimb: as per the spell.
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Squishy: the worm-men take minimum damage from piercing attacks.
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-2 Saves vs cold and fire.
Undead
Aswang
The Aswang is an unusual monster from Filipino lore. Its traits vary wildly in lore combining traits of vampires, ghouls, weres, and witches. During the day they appear as normal people with normal jobs and normal families. They act no differently from any other person around them. They do tend to have bloodshot eyes and it is said the reelection in them is inverted. At night they emerge from their homes, transformed into a hideous demonic thing with fangs and wings. The Aswang does not require nor crave blood or meat but they do enjoy feasting on them.
Str +2, Dex +1, Con +2, Chs -2/0
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Bite (1d4)
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Charm: as per the spell. -4 to victim's Save if victim previously bitten by the Aswang.
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Damage reduction: half damage from all damage except magic, fire, and silver. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Flight: 150'/50'
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Freak: 0 Charisma with normal humans
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Infection: if a victim dies from biting the ictim will rise at sundown three days later as an Aswang.
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Invitation: cannot enter a private dwelling without an invitation from someone living within.
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Repulsion: if presented with a mirror the Aswang must make a Saving Throw to approach within 10' of the object.
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Running water: if submerged the Aswang takes 1d6 damage pe round.
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Spiderclimb: as per the spell.
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item an Aswang must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Lich
Preserved by magical means a lich is a skeletal, cadaverous undead fiercely intelligence and highly motivated, often using lesser undead and undead to achieve its goals. They are often master strategists and ruthless in their actions. They often sought out their transformation from the living as a form of immortality and store their soul in a magical receptical called a phylactery. They tend towards magic using and clerical classes. If using my ritual magic rules HERE they have an advantage in casting.
Con +2, Int +4, Wis +2, Chs -4/0
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Damage reduction: half damage from all damage except magic, fire, and holy. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Destruction: the lich's life force is stored in a phylactery, a magical box, stature, etc which stores the lich's soul. The lich's existence depends on the phylactery and if it is destroyed so is the lich. If the lich's hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
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Freak: 0 Charisma with normal humans
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item a lich must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
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+1 extra spell per spellcaster level.
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+4 to Magic ritual rolls: occult master.
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+4 Saves vs magic: imbued with magic.
Livng Dead
The Living Dead are intelligent reanimated corpses with free will and a craving for living flesh. They can be the result of black magic, alchemical experimentation, radiation, and other bizarre methods. They appear as corpses with varying levels of decay. Once reanimated their rate of decay is halted by the eating of living flesh. The Living Dead, with the proper precautions, can blend into society and try to lead a normal life. At least until their craving overwhelm them and they eat their neighbors. With makeup, cologne, and poor gas lamp lighting even severely decayed ones can pass for a living human.
Str +2, Con +2, Chs -4
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Bite: 1d3 damage. The living dead can also heal from consuming living flesh while biting. It regains 1 hp per 2 hp of bite damage to a source of living flesh. It can also use the flesh to heal Ability score damage at a rate of 4 hp per point of ability score regained.
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Damage reduction: half damage from all damage except magic and fire. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Curse of flesh: the Living Dead must consume 4 hp of living human, demihuman, or humanoid flesh daily or begin to crave it on the next day without feeding. When they crave it and a living human/demihuman/humanoid is within sight the Living Dead must make a Saving Throw with a four penalty or attempt to devour the creature.
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unhealing: the living dead do not heal naturally. They must consume living flesh as outlined in Bite above.
Mummy
Ancient mummified corpses brought back to life with magic. Unlike guardian mummies this variety is quite intelligent and will often have a personal agenda. They are most likely to take magic using or clerical classes.
Str +2, Con +2, Int +4, Chs -4
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Damage reduction: half damage from all damage except magic, fire, and holy. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Drain life: with a successful hit the mummy drains life from a victim doing 1d6 hp damage. It also cannot heal naturally or regenerate but the life drain heals them 1hp per 2hp of damage caused by it.
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Fear: living creatures who come within 30' of a mummy must make a Saving Throw or suffer a -2 penalty ot all actions.
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Fire vulnerability: a mummy takes x2 damage from fire attacks.
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item a mummy must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
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+4 Saves vs magic: imbued with magic.
Nosferatu
A species of Eastern European vampire. The Nosferatu is noted for its unsettling appearance: thin haired or balding, prominent fangs, and corpse-like appearance. It has many of the powers and weaknesses of the classic Vampire (Strigoi.) Popularized in the films Nosferatu.
Str +2, Dex +2, Con +2, Chs -4
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Animal control: the nosferatu can summon a swarm of rats or bats to do its bidding. The range of the summons is 100 yards per HD and the time to arrive is within 1d6 rounds or longer as DM decides.
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Bed of earth: the nosferatu must rest in a bed of earth from its original graveyard or vicinity of its grave or take one point of Constitution damage per night. This Constitution loss can be stopped when it rests again on the soil. The Con lost must be healed with the Bite below.
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Bite: 1d4 damge. The nosferatu can also heal from drinking fresh blood while biting. It regains 1 hp per 2 hp of bite damage done to a source of fresh blood. It can also use the blood to heal from Ability score damage at a rate of 4 hp per point of ability score regained.
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Curse of blood: the nosferatu must consume 4 hp of fresh blood nightly or lose one point of Constitution per night without. To heal this the required 4 hps of blood must be drank and an additional blood consumed as outlined above under Bite.
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Dark Vision 60'
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Damage reduction: half damage from all damage except for fire, magic, holy, sunlight, and wooden stakes. This is reduced to 0 damage at 9th HD.
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Destruction: cutting off the head destroys a nosferatu. It is also destroyed if burned to ash by the sun. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
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Undead: does not eat, drink, sleep, or breathe. Infect: if a victim dies from blood draining the corpse will rise at sundown three days later as a nosferatu.
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Invitation: it cannot enter a private dwelling without an invitation from someone living within.
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Repulsion: garlic causes the nosferatu to make a Saving Throw to approach within 10'.
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Staked: the nosferatu is incapacitated when a stake is driven through its heart (-6 attack.) If the stake is removed the nosferatu returns to life with one hp.
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Sunlight: direct sunlight causes 1d6 damage per round.
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Travel: as per Teleport. It can do so once per day per two HD.
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Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item a nosferatu must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Penangallan
A female vampiric creature from SE Asian folklore. During the daytime the Penangallan appears as a normal woman. At night its head,and internal organs detach from the body and fly out into the night. The organs are sometimes said to sparkle like fireflies in the dark. The Penangallan craves blood and enjoys the taste of it, pregnant women and newborn children.
Str -2, Dex +2, Con +2, Cha 0
Con +1, Chs +2
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Bite or tongue damage: 1d4 damage. The Penangallan has a unique ability to drain blood at a distance. It's tongue can stretch out 30' and is invisible to the eye.
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Craving: the Penangallan craves the taste of blood but does not gain sustenance from it. It prefers the taste of newborn blood to all others. Each night it must make a Saving Throw to not assume its vampiric form and seek out its bloody meal.
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Damage reduction: half damage from all damage except for fire, magic, and holy. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Destruction: several ways are known to destroy the creature. When it is about in its undead form glass can be poured in it's open neck. When the creature returns at sunrise it destroys its organs on the hidden glass killing it. Another method is to bless the body and then cremate it to ash. The Penangallan will perish as sunrise.
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Fear: living creatures who come within sight of a Penangallan in it's undead form must make a Saving Throw or suffer a -2 penalty ot all actions.
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Flight: 150'/50'
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Repulsion: pepper mixed with garlic causes the Penangallan to make a Saving Throw to approach within 10'.
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Thorny leaves: houses and windows wrapped with thorny plant leaves causes trouble for the creature. It must make a Saving Throw or take 1d6 damage from the thorns ripping into its intestines. When it is damaged it cannot enter and must make another Save the next round to attempt to damage. Failure brings more damage. It can continue this until it gives up or is successful.
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Undead: when leaving her body the Penangallan is considered undead and is Immune to charm, sleep, disease, and poison. +2 AC.
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Vinegar bath..... the creature must dip its organs in a vat or bath of vinegar to ease its them back into its body. If it does not have vinegar available it can push its organs back in but takes 1d6 damage to do so. The odor of vinegar stays with her, even in her daytime human form.
Revenant
A walking corpse returned from the grave with the intent of revenging itself on the person or persons who killed it. The creature is mentally damaged, caught in an endless loop of even after it kills those responsible for its death. It will project its anger and murderous intent on innocent people who have a resemblance to its killer or killers.
Str +2, Con +2, Int -2, Wis -2, Chs -4
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Damage reduction: half damage from all damage except for fire, holy, and magic. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item a revenant must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
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Tortured: when the revenant sees a person who looks similar to the one who killed it the DM will require the revenant to make a Saving Throw or become obsessed with this person, convincing itself that this IS the one who killed it and will stalk and eventually try to kill the innocent person.
Strigoi
Classic Vampire type popularized in Dracula.
Str +2, Dex +2, Con +2, Chs +2
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Bed of earth: the strigoi must rest in a bed of earth from its original graveyard or vicinity of its grave or take one point of Constitution damage per night. This Constitution loss can be stopped when it rests again on the soil. The Con lost must be healed with the Bite below.
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Bite: 1d4 damge. The strigoi can also heal from drinking fresh blood while biting. It regains 1 hp per 2 hp of bite damage done to a source of fresh blood. It can also use the blood to heal from Ability score damage at a rate of 4 hp per point of ability score regained.
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Change form: the strigoi can change into the forms of a bat, mist, or wolf. The change takes one full round. (see below for stats)
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Curse of blood: the strigoi must consume 4 hp of fresh blood nightly or lose one point of Constitution per night without. To heal this the required 4 hps of blood must be drank and an additonal blood consumed as outlined above under Bite.
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Damage reduction: half damage from all damage except for fire, magic, holy, sunlight, and wooden stakes. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Destruction: cutting off the head destroys the strigoi. It is also destroyed if burned to ash by the sun. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
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Hypnotize: as per Charm Person or Sleep. The victim gets a Saving Throw to avoid the effects. This Save is at a -4 if the victim has previously been drained of blood by the strigoi.
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Infect: if a victim dies from blood draining the corpse will rise at sundown three days later as a strigoi.
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Invitation: it cannot enter a private dwelling without an invitation from someone living within.
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Repulsion: garlic causes the strigoi to make a Saving Throw to approach within 10'.
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Running water: if submerged the strigoi takes 1d6 damage pe round.
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Staked: the strigoi is incapacitated when a stake is driven through its heart (-6 attack.) If the stake is removed the strigoi returns to life with one hp.
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Sunlight: direct sunlight causes 1d6 damage per round.
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Summon animals: the strigoi can summon a swarm of rats or bats to do its bidding or a pack of dogs or wolves. The range of the summons is 100 yards per HD and the time to arrive is within 1d6 rounds or longer as DM decides.
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Undead: does not eat, drink, sleep, or breathe. Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unholy: when approaching a holy item a strigoi must make a Saving Throw with a 4 penalty to approach within 10' of the object. Direct touch does 1d6 damage.
Batform
Strength drops to half. All others stay the same.
All strigoi abilities and weaknesses remain except it cannot use hypnotism. Flight is gained at 180'/60'.
Mistform
Physical form is that of a mist. It cannot use special abilities in this form.
The only damage that affects this form is fire, holy, and sunlight. All others are ignored. The strigoi moves at a rate of 150'/50' in this form and can flow up walls, through keyholes, under doors, etc.
Wolfform
All stats remain the same.
All strigoi abilities and weaknesses remain except it cannot use hypnotism.
Move is 150'/50'. Bite is now 1d6 damage.
Zombie, Intelligent
Unlike shambling servant zombies these are intelligent although greatly reduced from their life. They have little trouble blending in with society. They have few weaknesses to exploit.
Str +2, Dex -2, Con +4, Int -4, Wis -4, Chs -4
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Bite: 1d3 damage.
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Damage reduction: half damage from all damage except for fire and magic. This is reduced to 0 damage at 9th HD.
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Dark Vision 60'
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Destruction: to destroy this type of zombie it must be incapacitated then salt must be poured into it's mouth and its lips sewed shut (a three round process.) Blessed candles are lit (one round) and a prayer is said over the corpse (one round.) Once these are done, and the zombie doesn't have time to rip open its lips and spit out the salt before the process has been completed, the it will fall over, truely dead. If its hit points are sent below 'death' by anything else it falls into a state resembling death but will awaken at dusk the following evening with 1 hp.
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Undead: does not eat, drink, sleep, or breathe. Immune to charm, sleep, disease, and poison. +2 AC.
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Unhealing: can only heal by consuming living flesh. Heals 1 hp per 2 hp consumed.