You are a creature created from the impossible, either unnatural life given back to a body or from a birth most foul. In either case, the death infused are considered abominations by many. In some cases, they were created from revival rituals and necromatic magic gone awry. In other cases, merely the results of trying to achieve immortality… with horrific results. Arcane experiments in general are the source of the half-undead, either to crossbreed horrors or to create a new form of unlife entirely.
While the Death-Spawn are tainted by different forms of negative energies and dark power, they tend to share similar aspects in traits. They convey a sense of lifelessness or at least an uncanny sense of life. They typically lack the warmth of a living body, feeling clammy and/or cold to the touch. Some are lucky enough to have bodies perfectly intact, looking indistinguishable from other average humanoids. The unlucky look akin to shambling corpses and disheveled zombies.
Author’s Note: I wanted to take a crack at races again. So, here’s a new race of undead-touched creatures inspired by a handful of resources: The Raven Queen, The Crow, Pathfinder’s Dhampir, the Half-Undead from Dragon Magazine and so on and so forth. Just a heads up, this is a rough draft and none of these have been tested yet. I am likely to revisit this at a later time though.
Welcome back, my cultists. Back for more horrors from beyond the void and beyond reason? I’m more than happy to provide. Here are some classic creatures, as seen in the stories of H.P. Lovecraft. Be sure to check out my other post about Lovecraft inspired monsters from last week. They’re updated versions of earlier posts on my blog. While they needed a new coat of paint, I’ve been eager to bring them up to date. And, if this proves popular, I might continue to bring Lovecraftian monsters into D&D 5th Edition… Hell, I might compile them for DM’s Guild or the like.
As for using the content in other worlds, the easiest solution is The Far Realm, a weird demiplane just outside of reality that has been messing with the multiverse since late 2E! Barring that, there’s always the classic method of weird and aberrant things in dungeons and the underground depths (like the Underdark). And with that, here is my take on The Deep One, the Nightgaunt, the Mi-Go and the Shoggoth.
There exists dimensions beyond our own. And what dwells in those realms? Entities far beyond our comprehension, of course! Only a fool would research too deeply into such theories, as they’re liable to go mad from either dark truths or being constantly called a liar and a fool.
Author’s Note: It’s been a while since I’ve done something truly inspired by H.P. Lovecraft’s brand of horror. While my personal campaign has inject Lovecraftiana into a Barrier Peaks homage (making it more Firestorm Peak), my blog has been lacking in that. So, let’s revisit Cosmic Horror by revisiting some of my older monsters! Enjoy.
They shouldn’t have existed, mistakes of nature and mistakes of humanity! These abominations were the accidents as a result of careless experiments and deadly warfare. And the result? Worse than we could have ever feared. Confused, angry, resentful, hateful! These things seek to destroy both their creators and the world around them. Much like the forces that spawned them, destruction is usually their goal. But, these creatures are no villains, but the consequences of arrogance, apathy, discrimination and violence.
Author’s Note: As a continuation of my theme, here’s a plethora of horrible mutants and mad experiments. While much of it is revisiting old monsters, there’s a good amount of new goodies to toss into your wastelands, super secret labs and other such locations.
Even more evils of the underworld invade your games!
AUTHOR’S NOTE: My last offering was kinda sad, so let’s finish off the rest of the monsters from DOOM I and DOOM II!
Incoming transmission! “There’s even more of them captain! We thought we were finished, but they’ve only just unleashed even more of the damned things upon us! Many of these wretched hell things feel even stronger than the last ones we fought! We can’t hold out for mu-” Transmission ended!
Author’s Note: Sorry for being late on this one. I found out last minute that my group wanted to postpone my game, so I would have had a game synopsis last week. I also got very sick following a busy work week. With that, here’s a handful of more DOOM monsters. I might do an update later on with another popular monster in mind… Arachnotron… Mancubus… Something like that!
Born (Or Reborn) among Wild Realms
The Plant Folk were created within another reality known to scholars as “arcadia”. What exactly is this realm? Not fully known, except it is the origin source of several types of magic as well as the fair folk. Besides the native denizens, many fantastic creatures have been created through use of their alien magics. Among these mystical sights and strange places is the Wyld, a sprawling plane of untamed wilderness. Its alluring and inspiring atmosphere is quite deceptive, as terrible monsters and far worse curses dwell within the spacious demiplane. Those who become trapped are doomed to become one of the many kinds of wildlife that inhabit this realm. The plant folk are one such creation.
Native to a domain known as the “Wylds”, a planar place of natural beauty and (at times) savage brutality, the plant folk are at home within the bounds of their typically serene wilderness. Like the beastfolk, many of these created beings weren’t originally humanoids. In their case, they were merely plants that were animated and given new life through powerful sylvan magic. Many have taken after the realm that created them, in hopes of creating a utopia of the organic, while defeating the inorganic. Despite this, many are by no means evil and aggressive, some don’t even follow the cult-like ethos of their home plane. Many grow tired of the semi-comprehensible rules, hidden behind the alien chaos of the primal realm. As such, they’ve set out to explore other possibilities within known (and unknown) reality. Some still retain attachment to their original home, but hope to “put down roots” elsewhere.
Author’s Note: Looking back at what I made last year, I was wasn’t satisfied with my concept for races of magical plant people. They seemed really derivative and some decisions felt like rehashes of previous posts, with a different theme. Now, I’m still struggling a tad with the concept, but here’s my updated take on the idea! Some of the ideas are something I wanted to try and might be revised in another draft. Also, I’m sorry for that one pun… Really, I am.