Undead NOS (5e Creature)

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Undead NOS

Medium undead, usually evil


Armor Class 9
Hit Points 13 (2d8 + 4)
Speed 30


STR DEX CON INT WIS CHA
11 (+0) 9 (-1) 14 (+2) 10 (+0) 8 (-1) 5 (-3)

Saving Throws wis, cha
Damage Resistances Acid, Piercing
Damage Immunities Necrotic, Poison
Senses passive Perception X
Languages Common


Features and Flaws An undead NOS has from 10 to 26 items on the d100 List below. Some of these are features. Some of these are flaws.

Most undead NOS have the following features:

Dark Vision Most undead NOS can see in the dark up to 60 feet, seeing only in shades of gray (except see the Light roll group in the d100 List).

Unsleeping Most undead NOS never sleep (except see the Sleep roll group in the d100 List).

No Need to Breathe Most undead NOS do not need to breathe to survive, but 50% of them pass out after 1 minute if prevented from breathing.

Piercing Does Not Kill Piercing damage does not ever drop an undead NOS below 1 HP.

ACTIONS

Common Weapon Attack: Common weapon, reach 5 feet. Attack bonus and damage shown on the Undead NOS Table below under 'Att+' and 'Dmg'. Available common weapons are:

  1. short sword 1d6 piercing.
  2. mace 1d6 bludgeoning.
  3. scimitar 1d6 slashing.
  4. sickle 1d4 slashing, provides advantage when attack attempt is combined with spell, or disadvantage on save.
  5. club 1d4 bludgeoning, or anything that can be reasonably used as a club.
  6. dagger 1d4 piercing. This may be hidden, and may include poison on the first hit attempt.

No Finesse Undead NOS may not benefit from the finesse of the weapons listed, and must use their strength bonus in all cases.

Spell: Undead NOS each have a spell effect that they can use once per day (midnight to midnight) as shown on the Undead NOS Table. They may have a number of slots to cover all the spells at lower CRs equal to their HD. So for example a 'necromancer' can use counterspell once per day, and has 5 slots to cover all the spells heat metal, detect thoughts, and unmending, so for example may do heat metal twice, and unmending three times during a day.


Some undead do not fit into the standard creature categories. For them there is the Undead NOS (not otherwise specified). This creature is especially useful for creating undead that are not enemies for some reason, undead that act more like NPCs. Undead NOS can range from very weak 5 HP undead rabble, to 666 HP undead warlock patrons. The undead NOS 'levels' are shown on the Undead NOS Table below. The numbers shown in the stat block to the left are for undead NOS with 2 HD. These are the most common.

Most undead NOS have the following characteristics excepting as modified by items from the d100 List:

Evil
Most undead NOS can be detected as evil using an appropriate spell or feature (except see item 6 on the d100 List).
Rot
Most undead NOS can be detected within 10 feet as undead by the smell of rot (except see item 8 on the d100 List).
Amnesia
Most undead NOS do not have memories from their life before they became undead (except see item 73 on the d100 List).
No Class
Most undead NOS do not have a class. (except see item 71 and 89 on the d100 List).
Sunlight
Most undead NOS have no problem with sunlight, (except see the Light roll group in the d100 List).
No ASI's
Undead NOS lose all the ASI's they had in life.

As A PC

This creature has not been balanced to use as a PC race, however trying out something like this is possible. If you do, you can pick items from the d100 list to build the character, making sure that you pick an equal number of items that have a + on them and a - on them from the d100 list. Items in the +/- column that have an r are good for role playing, and ones that have an x can not be used for PCs.

Roll Groups

The d100 List is divided into 17 'roll groups' of 6 items each.

Progressive Damage
The Prog. Dmg. Roll Group includes damage that does not heal. This affects a victim when the undead NOS does a critical hit on them, and also affects the undead NOS when a critical hit is done on them. All progressive damage to victims disappears if the undead NOS is destroyed.

Midnight to Midnight

A number of features and such use the term 'day'. Rather than having features and abilities recharge at the end of a long rest, daily features and abilities that use the term 'day' mean the period between one midnight and the next midnight, and if there is a recharge, that happens at midnight. Similarly recovery of hit points, spell slots etc. happens at midnight rather than at the end of a long rest.

Undead NOS Table

There are 6 strength levels of undead NOS as shown below:

1d6HDHPCRXPAtt+Dmgd100 listWis DCStrDexConIntWisChaTitleSpellRoll on d100 List
1151/450+11d2010 rolls102d83d43d63d42d41d4rabbleunmendingroll 1d100 below
22131/2100+32d1213 rolls133d62d85d42d83d42d4hordedetect thoughtsroll 1d100 below
33231200+53d1017 rolls175d43d64d63d62d83d4dead spawnheat metalroll 1d100 below
45332450+85d820 rolls204d65d46d45d43d62d8necromancercounterspellroll 1d100 + 1 below*
587251800+118d623 rolls236d44d65d64d65d43d6oligarchcloudkillroll 1d100 + 1 below*
6136661310,000+1313d426 rolls265d66d47d66d44d65d4patronfinger of deathroll 1d100 + 2 below*
  • Items 101 and 102 are in the 'Domination' Roll Group.

d100 List

Roll 10 to 26 times on this d100 table depending on the number of rolls specified in the 'd100 list' column in the undead NOS table above:

1d100Roll Group1d6+/-Feature or FlawDescription and Particulars
1Alignment1-UnholyYou can be warded by Good holy symbols, their touch does 2d6 damage to you.
2Alignment2-UnlawfulYou can be warded by Lawful holy symbols, their touch does 2d6 damage to you.
3Alignment3-Crosses HurtYou can be warded by crosses, their touch does 2d6 damage to you.
4Alignment4-Evil PresenceEach creature within 60 feet of you feels the presence of great evil (wisdom DC 5), and takes 1 HP necrotic damage per round.
5Alignment5-Holy Water HurtsTouch by holy water does 2d6 damage. You are warded if recognize it as holy water.
6Alignment6rNot Actually EvilYour alignment is 1)LN, 2)NG, 3)NN, 4)NN, 5)NN, 6)CN, or pick a neutral alignment.
7Body1-Bandage CoveredUnwrapping you, the undead, destroys you.
8Body2+Looks AliveTo detect that you are undead, a creature must make a DC25 Perception, insight, or religion roll to detect that you are undead. Once per week.
9Body3LycanthropyOn full moon you turn into a 1)manrat 2)manwolf 3)manbat 4)mancat 5)manjackal 6)manspider (halve your Intelligence, add the lost points to your Strength).
10Body4-Slime CoveredYou die if you dry out. You lose 2d6 hit points per hour after leaving a liquid place until you die.
11Body5+Snake FormYou can shapechange to giant snake 1/day for hour (You halve Dexterity, add lost points to your Strength).
12Body6+RegenerationYou regenerates HP per turn equal to hit dice.
13Contact1Acid SkinYour touch does acid damage as listed for HD above, hits on undead destroy most non-magical weapons.
14Contact2+Cold TouchYour touch does acid damage as listed for HD above, hits on undead by metal weapons damage the wielder 1d6 cold per turn until weapon warms up (1,2 on 1d6)
15Contact3+Common DiseaseYour touch or bite - Lose 1d6 damage from disease per day cumulative until succeed at DC 15 con save. Damage restored when save. Contageous.
16Contact4+Mind TouchYour touch or bite afflicts victim with horrible nightmares of undead's death, Lose 1 int point per day cumulative until succeed on DC 15 wis save. Int restored when save.
17Contact5+NecroticYour touch or bite does necrotic damage as listed for HD above, hits on undead destroy most wooden weapons.
18Contact6+Poison BiteYour bite does poison damage as listed for HD above. hits on undead by magic weapons damage the wielder 1d6 poison per turn until washed.
19Domination1+FascinationYou have extreme beauty and seduce and/or control creature of your original race on a failed DC15 wisdom save for 10 minutes (save advantage if not your race).
20Domination2+PossessionYou may possess a character within 15 feet if it fails the DC save listed for HD above until char makes a save, save once per week.
21Domination3+Undead MinionsIf your HD exceeds 1, you may have 1 minion creature per hit die. These minions must have fewer HD than the undead NOS.
22Domination4+VoodooDoll may be used to control or damage a character within 1 mile, damage on the HD table above. fire or acid damage destroys doll. Makes 1 doll per day.
101Domination5+Undead SpawnGiven available 'materials' you may spawn one CR 1 undead per day. You may choose from among 1)CR1 Undead NOS, 2)Ghoul, 3)Spectre, 4)CR1 Undead from other book. Your Undead NOS must have an equal number of + and - Features and Flaws.
102Domination6xWarlock PatronYou automatically have 13 HD. You may be , patron for up to 13 warlocks. PCs with this do not become patrons until level 13, but know a number of other patrons equal to their HD.
23Energy1Death's PresenceCreatures within HDx10 feet of you feel the presence of death.
24Energy2Fear & LoathingCreatures within HDx10 feet of you fear and loathe you.
25Energy3+FriendshipLiving humanoids are friends within HDx10 feet of you.
26Energy4+IllusionAll places within HDx10 feet of you become illusions under your control
27Energy5+PassionlessAll desire to fight you drains away from all creatures within HDx10 feet of you.
28Energy6VisionsNearby creatures (within 1 mile) have terrifying dreams and visions of you.
29Feeding1Blood DrinkerYou gain your sustenance by drinking blood.
30Feeding2-Food Rots InsideYou can eat standard foodstuff but it rots inside your body, and is not digested.
31Feeding3Human FleshYou heat human flesh or at least only humanoid flesh.
32Feeding4-Shadow FeedingYou can feed off of creatures; shadows causing a temporary CON reduction.
33Feeding5Vampire FangsYou can ingest blood or other liquids directly into your 'bloodstream' by sucking it up with your fangs.
34Feeding6Poison and AcidYou may only gain sustenance by eating poison and acid, to which you are immune.
35Hindrances1-Detach HeadYou may detach your head, It does not fly (but see item 55 below). If something removes your head from your body, you take no damage and do not die.
36Hindrances2-Pass WallsYou are unable to touch things, or walls.
37Hindrances3-Running WaterYou can not cross running water.
38Hindrances4xHeart StakeYou are immobilized by a stake through the heart. This does not kill you however.
39Hindrances5-Head StakeYou are immobilized by a stake through the head. This does not kill you however.
40Hindrances6-Very SlowYour movement speed it 10 feet per round. You destroy doors and such on a critical hit. Your movement is inexorable.
41Ichor1Animate UndeadYou were animated by magic
42Ichor2rCursed UndeadYou were animated by a curse
43Ichor3rEldritch UndeadYou were animated by Chthulhu or some other deep evil.
44Ichor4Immortal UndeadYou were animated by your desire for power or immortality
45Ichor5Viral UndeadYou were animated by some virus, microbes, or disease. You are contagious by 1)touch, 2)bite, 3)breath, 4)your death
46Ichor6Worm PoweredYour undeath is powered by worms which fully infest your body.
47Light1-Dark BlindnessYou are blind in the dark, just like all respectable humanoids.
28Light2-Daylight HurtsYou are vulnerable to daylight.
49Light3-Daytime MistYou are gaseous form during the day, reforming after sunset.
50Light4-Light BlindnessYou are blinded by bright light or daylight.
51Light5-Radiant DamageYou are vulnerable to radiant damage.
52Light6-Sunlight KillsYou are killed by direct sunlight, taking 2d6 points of damage per turn until dead.
53Movement1+Air WalkingYou can walk through the air as if you were on flat surfaces or stairs.
54Movement2+Coffin TeleportYou can return to your coffin as an action using a teleport.
55Movement3+Flying HeadYour head can fly when detached from your body. Combine with item 35 above or you might be only a flying head.
56Movement4+Flying WingsYou have wings for flying at twice your movement speed: 1)bat, 2)vulture, 3)fly, 4)bone wings.
57Movement5+Gaseous FormYou may assume gaseous form as an action or return from gaseous form as an action at will.
58Movement6+SubmarinerYou can walk along the bottom surface of a body of water. You do not get stuck in the mud or swept away by the current.
59Obsession1rTo Feel Life AgainYou can feel life by 1)contact, or 2)feeding on someone (see feeding roll group above).
60Obsession2rKilling EvilYou obsessively try to kill or destroy all evil (or all non-evil?).
61Obsession3rKeeping OathYou must keep an oath you made in life to 1)guard, 2)server, 3)slay - something or someone.
62Obsession4rResurrectionYou are obsessed by the prospect of being resurrected to life. You will do ANYTHING to bring this about.
63Obsession5rRevengeVengeance against either 1)those who killed you or 2) those who killed your loved one(s).
64Obsession6rReturning HomeYou are obsessed with returning to your home.
65Progressive1+Ability DamageCritical hits permanently reduce 1 ability by 1d4 points: 1)Str, 2)Dex, 3)Con, 4)Int, 5)Wis, 6)Cha until you are destroyed or your victim becomes undead.
66Progressive2+Corpse FadingCritical Hits cause you to be drawn further and further into the afterlife. You fade. Every fade reduces your HP by 1d6 permanently.
67Progressive3++
68Progressive4+Life Fading
69Progressive5++
70Progressive6++
71Quirks1+ClassYou have a class with level = HD: 1)monk, 2)bard, 3)sorcerer, 4)blood hunter. An undead NOS is limited to level 13. Beyond that level, an undead NOS gains no more class levels, but does gain 4x standard HP per level until reaching 666 HP. Undead NOS start at level 2 with 2 HD.
72Quirks3Eidolon ImageTo each person who sees you, you look like them. You may choose to be visible to only one humanoid at a time.
73Quirks2rLife MemoriesYou remember the life you had before you became undead.
74Quirks4-Moon RevealsYou are revealed to be undead in moonlight.
75Quirks5-Moon WeaknessIn moonlight, you lose 3 points each to Str, Dex, and Con, and gain 1 point each to Wis, Int, and Cha.
76Quirks6+Tele-PowersYou have one or more of the following features: 1)telepathy, 2)teleportation, 3)telekinesis, 4)all 3 (add a CR point).
77Rotting1-Awful StenchMost living creatures within 10 feet of you must make a DC 15 CON roll vs retching.
78Rotting2-Falling ApartBits of you rot and fall off over time. You permanently lose 1HP per week. You have 13 years if you are a warlock patron.
79Rotting3-Maggot FilledYou look 'normal' but you are filled with 1)worms, 2)maggots, 3)larval undead waiting to be free.
80Rotting4No Odor, NoneYou have no odor whatsoever. Not even a bloodhound can detect you. This of course freaks out a dog.
81Rotting5-SkeletalYou're a freakin' skeleton bro.
82Rotting6-Subtle RotYour rotting can be detected with a DC 13 perception roll.
83Sleep1xDeath Day AwakeYou are awake one day per year, on the anniversary of your death.
84Sleep2-Death Day AsleepYou sleep one day per year, on the anniversary of your death.
85Sleep3-Sleep During DayYou sleep while the sun is up.
86Sleep4-Full Moon SleepYou sleep during each full moon.
87Sleep5-Asleep at NightYou sleep while the sun is down, just like normal people.
88Sleep6-Grave Dirt SleepYou must sleep on dirt from your own grave.
89Ties1+Class of LifeYou have the class you had in life, at the level equal to your HD.
90Ties2xTied to GraveYou are tied either to your own burial place, or to a particular graveyard or place of burial.
91Ties3xGraveyard WardYou are a possibly non-evil entity tied to protect a particular graveyard as a 1)non-evil guardian, 2)evil emminence.
92Ties4xLocation TiedYou are tied to a particular place 1)where you died, 2)graveyard, 3)dungeon, 4)jail, 5)tower, 6)where you were created as an undead.
93Ties5rDeath DoubleThere is an undead version of you and a living version of you. The living version can not advance in level until you are recombined.
94Ties6xStalkerYou stalk a particular person you knew in life 1)lover, 2)offspring, 3)betrayer, 4)parent.
95Unliving1xDies OutdoorsYou suffocate and die if you go outside. Suffocation rules are in the PHB page ??.
96Unliving2UnlivingYou are still alive but unable to move or speak. You only look dead. You look like one embalmed or mummified rather than rotting away.
97Unliving3+Lingering LifeThe greater restoration spell will bring you back to life, as will raise dead and 'resurrection.
98Unliving4+Burgeoning LifeYou can become resurrected with any healing spell after one 1)hour, 2)day, 3)week, 4)moon month, 5)year, 6)decade.
99Unliving5-Utter UndeathNo spell, not even a wish or resurrection spell can bring you back to life. Even divine intervention is dicey.
100Unliving6Elven UndeathYou were originally an elf or fey rather than some other race, so things are 'different'. Roll on this table again and do the 'reverse' of what it says.

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