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Undead

Monsters: Undead

Dead creatures infused with negative energy that can attack and maim the living, the undead can range from simple (and slightly scary) skeletons to incredibly evil and powerful spectres, vampires and ghosts:

BrowserQuests monster depiction (Amalgam)
  • Armor Class: 18
  • Hit Dice: 8
  • Attacks:
    • Engulfing Body (1d6) + Level Drain
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
    • Immune to Cold
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 945

Description: Amalgams are a type of undead that form when the spirits of numerous magic-using creatures who died in close proximity mingle together. They are typically hateful of the living and attack by engulfing a target with their amalgamated "body" doing 1d6 of cold damage and draining a level from the victim. They can also cast magic-user spells. Like all undead, amalgams can be turned by clerics and are immune to sleep, charm and hold magic. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

BrowserQuests monster depiction (Banshee)
  • Armor Class: 19
  • Hit Dice: 7 + 2
  • Attacks:
    • Touch (3d6) + Level Drain
    • Chilling Wail
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 8
  • Experience Points: 800

Description: Banshees are to the fey what ghosts, wraiths and spectres are to humans. They usually resemble colorless, ash-white elves in ragged clothing or chains, and while they understand whatever languages they spoke in life, they rarely speak, instead sobbing uncontrollably (their wail so powerful that it can render unconscious and even kill those who hear it). The touch of a banshee does 3d6 points of damage and potentially drains a level, and because they are incorporeal undead, they can only be hit by magical weapons.

BrowserQuests monster depiction (Battle Wight)
  • Armor Class: 18
  • Hit Dice: 6 + 2
  • Attacks:
    • Level Drain
    • Bite (1d6 +1)
    • Axe (1d8 +1)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 425

Description: A leader of undead that wears strong armor in combat, the battle wight also possesses all the typical abilities of a regular wight (such as the ability to drain energy levels with a single touch). Like all undead, battle wights can be turned by Clerics (but as a mummy) and is immune to sleep, charm and hold magic. Battle wights can only be harmed by magical weapons.

BrowserQuests monster depiction (Bear Skeleton)
  • Armor Class: 13
  • Hit Dice: 3
  • Attacks:
    • Claws (1d4)
    • Claws (1d4)
    • Bite (1d6)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Immune to Fear
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 145

Description: Skeletons are mindless undead--created by an evil magic-user or cleric--generally to guard a tomb, treasure hoard or even its creator. They take only half damage from edged weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be turned by a cleric and are immune to sleep, charm or hold magic. Skeletons never fail morale and thus always fight until destroyed.

BrowserQuests monster depiction (Black Dragon Skeleton)
  • Armor Class: 20
  • Hit Dice: 7 + 2
  • Attacks:
    • Breath Weapon (Acid, 7 HD)
    • Claws (1d6)
    • Claws (1d6)
    • Bite (2d10)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Immune to Fear
  • Save As: Fighter
  • Morale: 8
  • Experience Points: 1200

Description: Essentially an undead form of regular black dragon, it attacks primarily with its acidic breath weapon, which is quite potent even for its undead status. Like other forms of undead, it is immune to sleep, charm and hold spells, and can be turned by clerics (as a Spectre).

BrowserQuests monster depiction (Cadaver)
  • Armor Class: 17
  • Hit Dice: 6
  • Attacks:
    • Fists (1d6 +1)
  • Special Defenses:
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
  • Save As: Cleric
  • Morale: 8
  • Experience Points: 500

Description: Cadavers are corporeal undead creatures bearing a physical resemblance to ghouls and believed to subsist by eating the flesh of other undead monsters. They attack with powerful blows from their fists but can also cast cleric spells.

BrowserQuests monster depiction (Crimson Skeleton)
  • Armor Class: 13
  • Hit Dice: 2
  • Attacks:
    • Sword (1d6)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Regeneration (1 hp/round)
    • Immune to Fire
    • Immune to Electricity
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 100

Description: Crimson skeletons are a special type of undead monster created through a combination of alchemy and necromancy, appearing like normal skeletons but blood-red in color. Unlike their normal counterparts, however, crimson skeletons can regenerate one lost hit point per round and they are turned as zombies. Otherwise, crimson skeletons are like normal skeletons (such as being immune to sleep, charm and hold spells).

BrowserQuests monster depiction (Dwarven Ghost)
  • Armor Class: 20
  • Hit Dice: 10 + 9
  • Attacks:
    • Touch (1d8) + Permanent Constitution -1
    • Cause Fear (no limits)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 10
  • Experience Points: 1390

Description: Spectral remnants of intelligent beings who suffered catastrophically at their moment of death, ghosts resemble the form they had in life but are incorporeal (and thus cannot be harmed my non-magical weapons). Just seeing a ghost causes those failing a save vs. Spells to flee in terror, those touched by a ghost must save vs. Death Ray or lose one point of Constitution permanently and all successful attacks regenerate the ghost an equal number of hit point damage sustained by the victim. Like all undead, ghosts may be turned by clerics and are immune to sleep, charm and hold magic.

BrowserQuests monster depiction (Fire Skeleton)
  • Armor Class: 15
  • Hit Dice: 6
  • Attacks:
    • Sword (1d6)
    • Monstrous Flames (3d6)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Immune to Fire
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 555

Description: Fire skeletons are skeletal undead that are covered in a magical, oily substance that not only causes them to perpetually burn but does tremendous fire damage to all who contact it. Apart from the fire, they are similar to all other skeletons (but immune to fire attacks as well).

BrowserQuests monster depiction (Ghoul)
  • Armor Class: 14
  • Hit Dice: 2
  • Attacks:
    • Claws (1d4) + Paralysis
    • Claws (1d4) + Paralysis
    • Bite (1d4) + Paralysis
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
  • Save As: Fighter
  • Morale: 9
  • Experience Points: 100

Description: Ghouls are undead monsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters but are more than willing to kill for food. Those hit by a ghoul's bite or claw attack must save vs. Paralyzation or be paralyzed for 2d8 turns (though elves are immune to this paralysis). Like all undead, they may be turned by clerics and are immune to sleep, charm and hold magics.

BrowserQuests monster depiction (Haunted Bones)
  • Armor Class: 15
  • Hit Dice: 4
  • Attacks:
    • Sword (1d6 +1)
  • Special Defenses:
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Immune to Fire
  • Save As: Fighter
  • Morale: 11
  • Experience Points: 175

Description: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits (and hence controlled by a malevolent intelligence residing within them). While appearing as ordinary skeletons clad in armor, they move with an unearthly speed and precision, and fight with deadly skill. Apart from their speed and precision, they are similar to all other skeletons.

BrowserQuests monster depiction (Lesser Skeletal Cleric)
  • Armor Class: 15
  • Hit Dice: 4
  • Attacks:
    • Club (1d6 +1)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
  • Save As: Cleric
  • Morale: 12
  • Experience Points: 250

Description: Previously-mortal clerics who have been animated through dark necromancy, they now swear their allegiance to some monstrous higher power and hence are granted both first and second level spells. Like normal skeletons, skeletal clerics are immune to sleep, charm and hold spells, but they are only turned as a wight.

BrowserQuests monster depiction (Maggot Man)
  • Armor Class: 17
  • Hit Dice: 6
  • Attacks:
    • Fists (1d6) + Invaded
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter/MU
  • Morale: 9
  • Experience Points: 750

Description: Encountered wearing voluminous hooded robes, the maggot-man is a strange form of the semi-undead remains of a powerful necromancer or deceased Ultimate. Should the hood be removed or its true form revealed, the monster appears as a terrifying, writhing mass of maggots in human form. Even in undeath, maggot-men remain very intelligent magic-users, but when not attacking with magic, their maggots effectively act as rot grubs, burrowing into the flesh of their victims. Like all undead, maggot men may be turned by clerics and are immune to sleep, charm and hold magic. They can only be harmed by magical weapons.

BrowserQuests monster depiction (Mummy)
  • Armor Class: 17
  • Hit Dice: 7 + 10
  • Attacks:
    • Touch (1d12) + Mummy Rot
    • Touch (1d12) + Mummy Rot
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 450

Description: Mummies are undead monsters, linen-wrapped preserved corpses animated through dark and evil magic. Humanoid in height and general appearance, they are immune to sleep, charm and hold spells and can only be injured by magical weapons. Those struck by a mummy not only suffer 1d12 points of damage but one point is lost permanently due to mummy rot.

BrowserQuests monster depiction (Skeleton)
  • Armor Class: 13
  • Hit Dice: 1
  • Attacks:
    • Sword (1d6)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 25

Description: Skeletons are mindless undead--created by an evil magic-user or cleric--generally to guard a tomb, treasure hoard or even its creator. They take only half damage from edged weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be turned by a cleric and are immune to sleep, charm or hold magic. Skeletons never fail morale and thus always fight until destroyed.

BrowserQuests monster depiction (Skeleton Archer)
  • Armor Class: 13
  • Hit Dice: 1
  • Attacks:
    • Missile Weapon (1d6)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 25

Description: Skeleton archers are mindless undead--created by an evil magic-user or cleric--generally to guard a tomb, treasure hoard or even its creator. Able to attack from a distance with their bows or crossbows, skeleton archers themselves take only half damage from edged weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be turned by a cleric and are immune to sleep, charm or hold magic. Skeletons never fail morale and thus always fight until destroyed.

BrowserQuests monster depiction (Skeleton Hero)
  • Armor Class: 15
  • Hit Dice: 3
  • Attacks:
    • Sword (1d6 +1)
  • Special Defenses:
    • Mindless
    • Half Damage vs. Edged Weapons
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 145

Description: This skeleton seems almost unique, a non-evil entity that was enchanted upon his mortal death to animate upon being disturbed to challenge any who would take his earthly possessions. Wearing well-constructed chain armor and wielding a shortsword, the skeleton was likely an adventuring hero during his lifetime and only wants to experience one more battle.

BrowserQuests monster depiction (Spectre)
  • Armor Class: 17
  • Hit Dice: 6
  • Attacks:
    • Touch (2d6) + Level Drain
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 11
  • Experience Points: 610

Description: Spectres are weightless ghostly monsters who died violently and now haunt the location of their passing. Like a wraith, if a spectre touches a living creature (and fails a saving throw vs. Death Ray or Poison), that creature suffers one level of energy drain. Like all undead, spectres may be turned by clerics and are immune to sleep, charm and hold magic. Due to their incorporeal nature, spectres cannot be harmed by non-magical weapons.

BrowserQuests monster depiction (Vampire Queen)
  • Armor Class: 20
  • Hit Dice: 8 + 8
  • Attacks:
    • Bite (2d6 +3) + Level Drain
    • Charm Person (no limits)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 11
  • Experience Points: 1200

Description: Appearing as they did in life but casting no shadows or reflection in a mirror, vampires can charm anyone who meets their gaze and can assume the form of a giant bat on command. If a vampire successfully bites an opponent, an energy level may be lost and the monster attaches itself to its victim, automatically hitting in subsequent rounds. Like all undead, vampires may be turned by clerics and are immune to sleep, charm and hold magic. They also cannot be harmed by non-magical weapons. When reduced to zero hit points, vampires are not slain but instead return to their coffin to regenerate.

BrowserQuests monster depiction (Vampire Spawn)
  • Armor Class: 15
  • Hit Dice: 4
  • Attacks:
    • Bite (2d6 +3) + Level Drain
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 9
  • Experience Points: 350

Description: Undead creatures that are created when vampires slay mortals, they appear much as they did in life but remain bound to their coffins and the soil of their graves. If a vampire spawn successfully bites an opponent, an energy level may be lost and the monster attaches itself to its victim, automatically hitting in subsequent rounds. Like all undead, vampire spawn may be turned by clerics and are immune to sleep, charm and hold magic. They also cannot be harmed by non-magical weapons.

BrowserQuests monster depiction (Wight)
  • Armor Class: 15
  • Hit Dice: 3
  • Attacks:
    • Claws (1d4) + Level Drain
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 175

Description: A wight’s appearance is a weird and twisted reflection of the form it had in life; still about the height and weight of a human, they do not possess any of the abilities they had in life. If a wight touches a living creature, that living creature suffers one level of energy drain. Like all undead, wights may be turned by Clerics and are immune to sleep, charm and hold magic. Wights are harmed only by silver or magical weapons.

BrowserQuests monster depiction (Wraith)
  • Armor Class: 15
  • Hit Dice: 4
  • Attacks:
    • Touch (1d6) + Level Drain
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 320

Description: Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons, an appearance from the monster's past mortal life. If a wraith touches a living creature (and fails a saving throw vs. Death Ray or Poison), that creature suffers one level of energy drain. Like all undead, wraiths may be turned by clerics and are immune to sleep, charm and hold magic. Due to their incorporeal nature, wraiths cannot be harmed by non-magical weapons.

BrowserQuests monster depiction (Zombie)
  • Armor Class: 12
  • Hit Dice: 2
  • Attacks:
    • Sword (1d8)
  • Special Defenses:
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Resistance to Ammunition
    • Slowness
    • Half Damage vs. Blunt Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 75

Description: Zombies are the undead corpses of humanoid creatures. They are deathly slow but they move silently, are very strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magic. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks and thus always fight until destroyed.

BrowserQuests monster depiction (Zombie Chicken)
  • Armor Class: 12
  • Hit Dice: 0 + 2
  • Attacks:
    • Beak (1d1)
  • Special Defenses:
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Resistance to Ammunition
    • Slowness
    • Half Damage vs. Blunt Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 5

Description: Like "normal" zombies, these undead chickens are slow but move silently, are rather strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). Chicken zombies never have Initiative and always act last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magic.

BrowserQuests monster depiction (Zombie Cow)
  • Armor Class: 13
  • Hit Dice: 3
  • Attacks:
    • Horns (1d6)
  • Special Defenses:
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Resistance to Ammunition
    • Slowness
    • Half Damage vs. Blunt Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 100

Description: Like "normal" zombies, these undead cows are deathly slow but move silently, are very strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). Cow zombies never have Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics.

BrowserQuests monster depiction (Zombie Giant Rat)
  • Armor Class: 13
  • Hit Dice: 0 + 4
  • Attacks:
    • Bite (1d4) + Disease
  • Special Defenses:
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Sleep
    • Resistance to Ammunition
    • Slowness
    • Half Damage vs. Blunt Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 10

Description: Like "normal" zombies, undead giant rats are slow but move silently, are strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons and only a single point from arrows, bolts or sling stones (plus any magical bonus). Giant rat zombies never have Initiative and always act last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magic.