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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:

InfiniQuests 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
  • 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.

InfiniQuests monster depiction (Black Dragon Skeleton)
  • Armor Class: 20
  • Hit Dice: 7
  • Attacks:
    • Breath (7d6)
    • 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
  • 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).

InfiniQuests 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
  • Save As: Fighter
  • 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).

InfiniQuests monster depiction (Fire Skeleton)
  • Armor Class: 15
  • Hit Dice: 6
  • Attacks:
    • Sword (1d6)
    • Monstrous Flames (3d6 +3) + Fire (magical) (100% chance per hit)
  • 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
  • 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).

InfiniQuests monster depiction (Ghoul)
  • Armor Class: 14
  • Hit Dice: 2
  • Attacks:
    • Claws (1d4) + Paralysis (50% chance per hit)
    • Claws (1d4) + Paralysis (50% chance per hit)
    • Bite (1d4) + Paralysis (75% chance per hit)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
  • Save As: Fighter
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests monster depiction (Mummy)
  • Armor Class: 17
  • Hit Dice: 7 + 10
  • Attacks:
    • Touch (1d1) + Mummy Rot (100% chance per hit)
    • Touch (1d12)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests monster depiction (Vetula)
  • Armor Class: 18
  • Hit Dice: 6 + 2
  • Attacks:
    • Touch (no damage) + Level Drain (75% chance per hit)
    • Bite (1d6 +1)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • Experience Points: 425

Description: Vetula is a "battle wight" -- a leader of undead that wears strong armor in combat as well as possessing all the typical abilities of a wight (including the ability to drain energy levels with a single touch). Like all undead, Vetula can be turned by Clerics (but as a mummy) and is immune to sleep, charm and hold magic. Vetula can only be harmed by magical weapons.

InfiniQuests monster depiction (Wight)
  • Armor Class: 15
  • Hit Dice: 3
  • Attacks:
    • Touch (no damage) + Level Drain (65% chance per hit)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • 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.

InfiniQuests monster depiction (Wraith)
  • Armor Class: 15
  • Hit Dice: 4
  • Attacks:
    • Touch (1d6) + Level Drain (100% chance per hit)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
  • Save As: Fighter
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests 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
  • 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.

InfiniQuests monster depiction (Zombie Giant Rat)
  • Armor Class: 13
  • Hit Dice: 0 + 4
  • Attacks:
    • Bite (1d4) + Disease (5% chance per hit)
  • 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
  • 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.