PnP Undead
by Wisp

## Table of Contents

- PnP Undead
  - Banshee
  - Death Knight
  - Ghast
  - Ghoul and Lacedon
  - Ghoul Lord
  - Mummy
  - Mummy, Greater
  - Shadow
  - Skeleton
  - Skeleton Warrior
  - Spectre
  - Wight
  - Wraith
  - Zombie
  - Zombie, Ju-ju
  - Zombie, Sea
- New Special Traits and Abilities
  - Aura of Evil
  - Aura of Fear, Banshee
  - Aura of Fear, Death Knight
  - Aura of Fear, Mummy
  - Aura of Fear, Greater Mummy
  - Aura of Fear, Skeleton Warrior
  - Death Wail
  - Disease, Ghoul Lord
  - Disease, Mummy
  - Disease, Greater Mummy
  - Disease, Sea Zombie
  - Disgusting Visage
  - Paralysis, Ghast
  - Paralysis, Ghoul and Lacedon
  - Paralysis, Ghoul Lord
  - Putrid Presence
  - Hover
  - Skeletal Traits
  - Undead Traits
  - Wall of Ice
- More sensible encounters
- Compatibility
- Known Issues
- Contact

## PnP Undead

Undead are once-living beings that come in many shapes and forms, corporeal and incorporeal, sentient as well as non-sentient. Undead may be created by magic, or undeath may be bestowed as a curse and punishment by a Power. Some Undead even rise under their own will.

Banshee
Ability Scores: STR 16, DEX 15, CON 9, INT 16, WIS 16, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 0
Movement: 15
Hit Dice: 7 (56 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 1d8 (enchantment level +2)
On-hit effects: None
Special Defenses: Undead Traits; immune to non-magical weapons; Aura of Fear
Resistances: Magic 50 %, Cold 100 %, Electricity 100 %
Saving Throws: 9/11/10/12/12
XP Value: 4,000
At-will spell-like abilities: None
Limited-use spell-like abilities: Death Wail (1x/night)
Special: Turned as a level 17 undead.
Death Knight
Ability Scores: STR 18/00, DEX 18, CON 11, INT 18, WIS 16, CHA 10
Alignment: Chaotic Evil
Base Armor Class: 0
Movement: 12
Hit Dice: 9 (90 hp)
Base THAC0: 11
Attacks per Round: 1, with a +3 bonus
Base Damage: By weapon
On-hit effects: By weapon
Special Defenses: Undead Traits; Skeletal Traits; Aura of Fear; cannot be turned
Resistances: Magic 75 %
Saving Throws: 6/8/7/7/9
XP Value: 10,000
At-will spell-like abilities: Detect Invisibility; Wall of Ice
Limited-use spell-like abilities: Remove Magic (2x/day); Power Word, Blind or Power Word, Kill or Power Word, Stun (1x/day); Symbol, Pain or Symbol, Fear (1x/day); 20-dice Fireball (1x/day)
Special: Casts spells at the 20th level; power over undead as an 8th-level cleric; may be wielding a non-magical two-handed sword, a bastard sword +2, a two-handed sword +3, a two-handed sword +4, a bastard sword of quickness (+1 attack per round), a bastard sword of dancing (may attack on its own for 4 rounds) or a bastard sword of life stealing (drains victim of 1 level)
Ghast
Ability Scores: STR 18, DEX 9, CON 9, INT 12, WIS 9, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 4
Movement: 15
Hit Dice: 4 (32 hp)
Base THAC0: 17
Attacks per Round: 3
Base Damage: 1–4/1–4/1–8 (enchantment level +1)
On-hit effects: Paralysis (7 rounds)
Special Defenses: Undead Traits; Putrid Presence
Resistances: None
Saving Throws: 9/11/10/12/12
XP Value: 650
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Ghoul and Lacedon
Ability Scores: STR 16, DEX 9, CON 9, INT 7, WIS 7, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 6
Movement: 9
Hit Dice: 2 (16 hp)
Base THAC0: 19
Attacks per Round: 3
Base Damage: 1–3/1–3/1–6
On-hit effects: Paralysis (5 rounds)
Special Defenses: Undead Traits
Resistances: None
Saving Throws: 12/14/13/15/13
XP Value: 175
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Special: Protection from Evil keeps Ghouls and Lacedons completely at bay.
Ghoul Lord
Ability Scores: STR 18, DEX 9, CON 9, INT 14, WIS 9, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 4
Movement: 15
Hit Dice: 6 (48 hp)
Base THAC0: 15
Attacks per Round: 3
Base Damage: 1–6/1–6/1–10 (enchantment level +1)
On-hit effects: Paralysis (9 rounds); Disease
Special Defenses: Undead Traits; immunity to non-magical weapons; Aura of Evil
Resistances: None
Saving Throws: 9/11/10/12/12
XP Value: 3,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Special: Turned as a level 9 undead.
Mummy
Ability Scores: STR 18/99, DEX 9, CON 14, INT 7, WIS 7, CHA 7
Alignment: Lawful Evil
Base Armor Class: 3
Movement: 6
Hit Dice: 6+3 (51 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 1–12 (enchantment level +2)
On-hit effects: Disease
Special Defenses: Undead Traits; immunity to non-magical weapons; Aura of Fear
Resistances: Physical 50 %, Cold 100 %, Fire −33 %
Saving Throws: 10/12/11/12/13
XP Value: 3,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Mummy, Greater
Ability Scores: STR 18/99, DEX 9, CON 14, INT 18, WIS 21, CHA 9
Alignment: Chaotic Evil
Base Armor Class: −1
Movement: 9
Hit Dice: 11+3 (91 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 3d6 (enchantment level +4)
On-hit effects: Disease
Special Defenses: Undead Traits; immune to weapons of less than +2; Aura of Fear
Resistances: Magic 15 %, Physical 50 %, Cold 100 %, Electricity −50 %
Saving Throws: 2/6/7/8/7
XP Value: 14,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Special: Casts spells like a 19th-level cleric.
Shadow
Ability Scores: STR 13, DEX 10, CON 9, INT 7, WIS 7, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 7
Movement: 12
Hit Dice: 3+3 (27 hp)
Base THAC0: 17
Attacks per Round: 1
Base Damage: 2–5 (enchantment level +1)
On-hit effects: Strength drain (1 point per hit; returns after 5 turns)
Special Defenses: Undead Traits
Resistances: Cold 100 %
Saving Throws: 13/15/14/16/16
XP Value: 420
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Skeleton
Ability Scores: STR 9, DEX 9, CON 9, INT 0, WIS 9, CHA 9
Alignment: Neutral
Base Armor Class: 7
Movement: 12
Hit Dice: 1 (8 hp)
Base THAC0: 19
Attacks per Round: 1
Base Damage: 1–6
On-hit effects: None
Special Defenses: Undead Traits; Skeletal Traits
Resistances: None
Saving Throws: 14/16/15/17/17
XP Value: 65
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Skeleton Warrior
Ability Scores: STR 18/50, DEX 16, CON 14, INT 16, WIS 9, CHA 9
Alignment: Neutral Evil
Base Armor Class: 2
Movement: 6
Hit Dice: 9+8 (80 hp)
Base THAC0: 11
Attacks per Round: 1, with a +3 bonus
Base Damage: By weapon
On-hit effects: By weapon
Special Defenses: Undead Traits; Skeletal Traits; immune to non-magical weapons; Aura of Fear; cannot be turned
Resistances: Magic 90 %
Saving Throws: 7/9/8/8/10
XP Value: 4,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Spectre
Ability Scores: STR 13, DEX 10, CON 9, INT 14, WIS 11, CHA 10
Alignment: Lawful Evil
Base Armor Class: 2
Movement: 14, FL 30 (B)
Hit Dice: 7+3 (59 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 1–8 (enchantment level +2)
On-hit effects: Energy drain (2 levels)
Special Defenses: Undead Traits; Hover; immune to non-magical weapons
Resistances: Cold 100 %
Saving Throws: 7/9/8/9/8
XP Value: 3,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Wight
Ability Scores: STR 16, DEX 9, CON 9, INT 10, WIS 9, CHA 9
Alignment: Lawful Evil
Base Armor Class: 5
Movement: 12
Hit Dice: 4+3 (35 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: 1–4 (enchantment level +1)
On-hit effects: Energy drain (1 level)
Special Defenses: Undead Traits; immune to non-magical weapons
Resistances: Cold 100 %
Saving Throws: 12/14/13/15/13
XP Value: 1,400
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Wraith
Ability Scores: STR 13, DEX 10, CON 9, INT 12, WIS 11, CHA 10
Alignment: Lawful Evil
Base Armor Class: 4
Movement: 12, FL 24 (B)
Hit Dice: 5+3 (43 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: 1–6 (enchantment level +1)
On-hit effects: Energy drain (1 level)
Special Defenses: Undead Traits; Hover; immune to non-magical weapons
Resistances: Cold 100 %
Saving Throws: 10/12/11/12/13
XP Value: 2,000
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Zombie
Ability Scores: STR 9, DEX 9, CON 9, INT 0, WIS 9, CHA 9
Alignment: Neutral
Base Armor Class: 8
Movement: 6
Hit Dice: 2 (16 hp)
Base THAC0: 19
Attacks per Round: 1
Base Damage: 1–8
On-hit effects: None
Special Defenses: Undead Traits
Resistances: Cold 100 %
Saving Throws: 14/16/15/17/17
XP Value: 65
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Zombie, Ju-ju
Ability Scores: STR 9, DEX 16, CON 9, INT 7, WIS 9, CHA 9
Alignment: Neutral Evil
Base Armor Class: 6
Movement: 9
Hit Dice: 3+12 (36 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: 3–12 (enchantment level +1)
On-hit effects: None
Special Defenses: Undead Traits; immunity to non-magical weapons; immunity to illusions; immunity to magic missiles
Resistances: Cold 100 %, Electricity 100 %, Fire 50 %, Crushing 50 %, Piercing 50 %, Missile 50 %
Saving Throws: 11/13/12/13/14
XP Value: 975
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Special: Turned as level 9 undead
Zombie, Sea
Ability Scores: STR 18, DEX 9, CON 9, INT 7, WIS 9, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 7
Movement: 6
Hit Dice: 5 (40 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: 1–10 (enchantment level +1)
On-hit effects: Disease
Special Defenses: Undead Traits; Disgusting Visage; immunity to illusions; cannot be turned
Resistances: Fire 50 %, Electricity −100 %, Cold −100 %
Saving Throws: 11/13/12/13/14
XP Value: 420
At-will spell-like abilities: None
Limited-use spell-like abilities: None
Special: 50 % chance of being a 3rd-level cleric

## New Special Traits and Abilities

Aura of Evil
Ghoul Lords emanate evil like a bad odour and all those of good alignment suffer a −4 penalty on all attack rolls when within 30 feet of these creatures. A Remove Fear spell will negate the effects of this foul aura.
Aura of Fear, Banshee
The mere sight of a Banshee causes fear, unless a saving throw versus spell is made. Those affected must flee for 10 rounds.
Aura of Fear, Death Knight
Death Knights constantly radiate fear in a 5-foot radius. Those who fail a save versus spell are overcome and flee. The effects last for 4 rounds.
Aura of Fear, Mummy
The mere sight of a Mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 2 rounds. Humans save against mummies with a bonus of +2.
Aura of Fear, Greater Mummy
Greater Mummies radiate an Aura of Fear that causes every creature who see them to become rigid with terror and unable to move unless they successfully save versus spell at a penalty of −3. The effects last for 4 rounds.
Aura of Fear, Skeleton Warrior
The mere sight of a Skeleton Warrior causes any creature with fewer than 5 hit dice to flee in panic.
Death Wail
Any creature within 30 feet of a Wailing Banshee must save versus death or be instantly slain, their face distorted in horror. A Banshee may wail only once per day and then only at night.
Disease, Ghoul Lord
The bite of a Ghoul Lord causes the victim to contract a horrible rotting disease unless a save versus poison is made. Those affected by this illness will lose 5 hit points and 1 point from their Constitution and Charisma score every hour.
Disease, Mummy
The scabrous touch of a Mummy infects the victim with a rotting disease which is fatal in 6 days. As the disease progresses it causes the victim to lose 2 points of Charisma per day. Cure Wounds spells have no effect on a person infected with mummy rot. Any person killed by mummy rot cannot be raised from the dead.
Disease, Greater Mummy
Anyone struck by the Greater Mummy's attack becomes infected with a horrible rotting disease that is even more sinister than that of normal mummies, for it manifests itself in a matter of hours instead of days and is fatal in a single day. For every four hours the disease goes untreated, the victim loses 2 points of Charisma and 1 point each of Strength and Constitution. The disease causes the person to die within a short time unless the proper medical care can be obtained. No normal healing is possible while the disease is spreading through the body and the shakings and convulsions that accompany it make spell casting impossible.
Disease, Sea Zombie
The putrid water that drips from Sea Zombies contains many bacteria, so any successful hit has a 10 % chance of causing a severe disease in the victim. After an incubation time of 8 hours, those affected have their Strength and Constitution decreased by 1 point.
Disgusting Visage
The visage and stench of decay that surrounds Sea Zombies are so disgusting that anyone seeing a Sea Zombie or coming within 20 feet of one must roll a saving throw versus poison. A failed saving throw indicates that the character is nauseated, suffering a −1 penalty to his attack roll and a +1 penalty to his AC for 5 rounds.
Paralysis, Ghast
Ghasts share the ghoulish ability, to paralyze with a touch, and their attack is so potent that it will even affect elves. This effect lasts 7 rounds.
Paralysis, Ghoul and Lacedon
The touch of a Ghoul or Lacedon causes humanoids to become rigid for 5 rounds unless a saving throw versus paralyzation is successful. Elves are immune to this paralysis.
Paralysis, Ghoul Lord
Those hit by the Ghoul Lord's claws must save versus paralyzation or be unable to move for 9 rounds. Even elves are not immune to this effect.
Putrid Presence
Ghasts exude a carrion stench in a 10-feet radius which causes retching and nausea unless a saving throw versus poison is made. Those failing this save will attack at a penalty of −2.
Hover
This ability is available to a creature that can fly with either perfect or near perfect maneuverability. The creature can halt its movement while flying, allowing it to hover. This effectively prevents ground-based spells such as Earthquake, Entangle, Grease and Web from affecting the creature. Furthermore, creatures with this ability can cross lava and acid pools without taking damage by hovering above them.
Skeletal Traits
Skeletal undead suffer no damage from cold-based attacks. Due to their bony frames, edged and piercing weapons inflict only half damage.
Undead Traits
Undead are completely immune to charm, sleep, paralysis, poison, disease, stun, fear, negative energy, petrification, the effects of fatigue and death magic.
Wall of Ice
The casting of this spell causes a horizontal sheet of ice to appear above the designated area. The sheet immediately falls down, crumbling into ice blocks, which inflict 2d10 points of cold damage and 1d10 points of crushing damage upon any creatures within a 40 foot radius.

## More sensible encounters

This part of PnP Undead makes alterations to the types and placement of different enemies to provide a more immersive gameplay experience. Here is the full list of what is changed:

- Death Knights are sometimes followed by a retinue of Skeleton Warriors or other undead.
- The Vampyre in the Graveyard District underground ambush is replaced by a Spectre, since Vampyres are not undead.
- Shadow Fiends are not grouped with Shadows and other undead, since they, themselves, are fiends rather than undead.

## Compatibility

- The PnP Undead component uses Detectable Spells and is therefore incompatible with the Improved Anvil mod
- In order to achieve optimal compatibility with Sword Coast Stratagems I & II, Spell Revisions, Tactics and Big Picture, you should install aTweaks after those mods.

## Known Issues

- Integration with Spell Revisions is currently subpar. Summoned undead will generally be as per Spell Revisions, while normal undead will be as per aTweaks.

## Contact

Web site: http://www.spellholdstudios.net/ie/atweaks
Forum: http://www.shsforums.net/forum/598-atweaks/