Undead

Undead creatues have no constitution score, and are immune to many physical and mental ailments sufferd by the living.

advantages
IP Benefit
2 Immunity to poison, disease, and sleep effects
2 Not subject to paralysis or stunning
3 Immune to critical hits, nonlethal damage, ability drain, and energy drain
2 Negative energy heals you instead of harms, but positive energy harms you
1 Darkvision 30 feet
2 Darkvision 60 feet
3 You see invisible and ethereal creatures in dim light (10 ft radius)
1 +2 bonus on saves vs. channel energy effects
2 +4 bonus on saves vs. channel energy effects
3 Once per session, reroll a failed save vs. channeling
1 Creature type changes to Undead (subject to related magics/abilities)
2 +2 on saves vs. Positive Energy Plane effects
1 -2 on saves vs. Negative Energy Plane effects (risk with negative creatures)
3 Negative energy attacks deal x2 damage per attacker, stacking up to x4 (dangerous!)
1 +1 bonus on attack rolls and damage vs. living creatures
2 +2 bonus on attacks vs. living; foes hit must save or take 1d4 extra cold/chill damage
3 Once per session, impose disadvantage (or -2) on their next attack after being struck
2 Regenerate 1 HP per round if above 0 HP (not in sunlight/radiant area)
3 Regenerate 1 + subtype level HP per round if above 0 HP
1 Once per session, ignore nonmagical damage from a single attack
1 +1 natural armor bonus
2 Additional +2 natural armor vs. creatures currently afraid of you
1 +1 to all Stealth checks vs. targets currently affected by Fear
2 Immunity to natural fear/morale penalties; but -2 to AC vs. rage/fear-empowered foes
3 Once per session, gain advantage on checks to frighten/enrage targets
1 Resistance 5 vs. poison and bleed effects
2 Once per rest, immediate save vs. a new debuff/DoT to end it early
2 When afflicted by DoT (bleed/poison, etc), +2 bonus on first save to end duration
3 If you succeed on any save vs. debuff/DoT, reduce remaining duration by 50%
1 +2 on saves vs. illusion magic
1 +2 to saves vs. fear while aware of Undead (self/ally)
2 Advantage/+2 on all saves vs. fear and illusion effects
3 Once per rest, auto-succeed on a save vs. fear or illusion
1 Spell Resistance = 5 + half character level
2 Spell Resistance = 5 + character level
3 May reroll one failed resistance per rest


Subtypes: Remains

Ghost *

This race endures beyond death as incorporeal spirits—unbound by physical limitations and suffused with otherworldly power. Their ghostly nature grants them potent magical abilities, immunity to mundane threats, and an ability to move through the material world with eerie grace. Their presence is marked by spectral phenomena, intuitive magic, and subtle influences on minds and matter.

IP Benefit
0 Type: Undead (incorporeal); Level 1 trained in Arcana or Spellcraft
0 May move through solid objects up to 5 feet thick, 1/short rest
0 Immune to mundane poisons, sleep, and paralysis effects
0 Sense living creatures within 30’ once per rest
2 Once per rest, cast Invisibility (self) as a spell-like ability
2 Gain +2 to saves vs. mind-affecting and fear effects
2 Pass through locked doors/barriers as ghostly form, 10’/day (total)
1 +2 to Stealth when invisible or incorporeal
1 Intangibility: halve damage from non-magical physical attacks
1 Once per day, frighten (demoralize) one target with a chilling wail
1 +2 to Arcana/Spellcraft when dealing with spirits/undead
1 Can cause minor telekinetic effect, 5-lb max, within 20’, 1/rest
1 Float above ground—ignore difficult terrain (land only)

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Skeleton *

Animated by necromantic force, this race of skeletons weaves agility and secrecy into deathless existence. With nimble and silent bones, they slip through shadows, evade hardship, and blend amidst graveyards and ruins. They lack organs, conferring unique resistances and a disturbing resilience, all while reveling in their unmatched stealth.

IP Benefit
0 Type: Undead (skeleton); Immune to critical hits and poisons
0 Level 1 trained in Stealth or Acrobatics
0 Does not need to eat, drink, or breathe
0 Ignore up to 1d6 falling damage per fall
2 +2 to Stealth checks (always; not lost in daylight)
2 Skeletal Leap: triple long/high jump distance, 1/rest
2 Reattach own bones rapidly: Regain use of a severed limb, 1/rest
1 +1 to Defense/AC vs. piercing or slashing weapons
1 +2 to Escape Artist or Acrobatics (squeeze through gaps, etc.)
1 Disjoint: Squeeze through 6ā€/15cm space as a standard action
1 +2 to Initiative (frightful speed/reflexes)
1 Advantage/+2 to Stealth when in darkness, ruins, or graveyards
1 Rattle to distract: -2 Perception to enemies in 30’, 1/rest

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Corpse *

Built from decaying flesh and necrotic force, corpse-type undead embody brute strength and relentless physicality. Their immense durability and slavering might let them shrug off blows, carry crushing loads, and persist long after mortal exhaustion. They are chilling reminders of death’s power, stolid and unstoppable—yet paradoxically hard to permanently destroy.

IP Benefit
0 Type: Undead (corpse); Advantage/+2 to resist exhaustion and pain
0 Level 1 trained in Athletics or Intimidation
0 +2 to resist effects targeting vital organs (hearts, lungs, etc.)
0 Can function with severe limb injuries (1/rest, ignore lost limb penalty)
2 +2 to Strength for lifting, breaking, or grappling
2 Regenerate 1 Hit Point per round while below 50% HP (max 1 min/day)
2 Once per session, auto-succeed a Strength or Endurance check
1 +2 to Endurance or resist stun, knockdown, and push effects
1 +1 to Attack for unarmed or brute strikes
1 +1 Damage when grappling, shoving, or using improvised weapons
1 Heavy Weight: +1 to attempts to avoid being moved or knocked prone
1 Spend 1 IP to fully restore a decayed/disabled limb overnight (once/limb)
1 Resistance to cold, non-magical disease, and poison

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