
GameLab / OS-SIX / Gothic Horror / Monsters - Undead
Other Undead
Vampires aren’t the only undead abominations that stalk the night.
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A shambling blight upon the land, zombies are the lowest form of undead, propelled forward in an endless search for living tissue to consume.
HP: 12 | Morale: — | Movement: 25 | Armor: None | Attacks: Claw, Slam, Bite
ACTIONS
On its turn, a zombie makes one melee attack.
Claw (Melee): (3) D6 damage.
Slam (Melee): The target rolls Brawn. On a failure, they fall prone.
Bite (Melee): Target must be prone, staggered, restrained, incapacitated, or unconscious. (6) 2D6 damage. When bitten by a zombie, the target must roll Brawn. On a failure, the wound becomes infected. If a person dies while infected, they will rise as a zombie on the next sunset. Cures for this infection include the herb Blackthorn and a poultice of birch ash and rue.
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One of the only undead that are not inherently evil, Revenants are the corporeal manifestations of vengeful spirits, created when a spirit overtakes the body of a living person. Revenants are driven by a single purpose: vengeance. Once they have destroyed the source of their misery, the revenant will dissipate and move on.
A revenant may wear armor and carry a weapon, or be unarmed with no armor.
HP: 15 - 30 | Morale: — | Movement: 30 | Armor: Varies | Attacks: Vary
ACTIONS
On its turn, a revenant makes two attacks.
Strike (Melee): (3) D6 damage.
Slam (Melee): The target rolls Brawn. On a failure, they fall prone.
Sword/Axe (Melee): (3) D6+1 damage.
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The non-corporeal spirits of deceased people, ghosts typically haunt a specific area or building, usually the location where they died. Ghosts are difficult to see, and flicker in and out of view. Even when visible, a ghost’s ethereal form makes it harder to track, especially in dark and low-light settings.
Newer ghosts retain some semblance of their former humanity and can communicate with mediums, sharing their story or proving information. Old ghosts are nearly mindless and fixated on one thing: expressing their misery and sadness.
HP: 15 | Morale: — | Movement: 30 | Armor: None | Attacks: Draining Touch
Incorporeal: A ghost is immune to most non-magic weapons, except those made of iron or silver. Throwing salt at a ghost causes them to momentarily disperse.
ACTIONS
On its turn, a ghost makes one attack.
Draining Touch (Melee): The ghost attempts to touch a living target. The target rolls Agility, avoiding the attack on a complete success. On a partial success, they lose D6 HP. On a failure they lose D6 HP and one Brawn. If the target’s Brawn is already zero, they also take D3 Strain. Lost Brawn is regained after a long rest.
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Wraiths are the undead spirits of particularly evil people, driven by hatred of the living. Wraiths typically appear as floating, black- or white-robed figures with skeletal arms, empty hoods, and no legs.
When a character witnesses a wraith for the first time, they must roll Will, taking D3 Strain on a failure and becoming Terrified for one turn. On a partial success they take one Strain.
HP: 35 | Morale: — | Movement: 30 | Armor: None | Attacks: Draining Touch
Incorporeal: A wraith is immune to most non-magic weapons, except those made of iron or silver.
ACTIONS
On its turn, a wraith makes two attacks.
Draining Touch (Melee): The wraith attempts to touch a living target. The target rolls Agility, avoiding the attack on a complete success. On a partial success, they lose 2D6 HP. On a failure they lose 2D6 HP and D2 Brawn. If the target’s Brawn is already zero, they gain D3 Strain. Lost Brawn is regained after a long rest.
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When a person dies in an extremely tragic way, it can leave a shade. Unlike ghosts, shades seek warmth but flee from bright light and fire. Shades appear only as a moving shadow.
HP: 5 | Morale: — | Movement: 35 | Armor: None | Attacks: Chilling Touch
Incorporeal: A shade is immune to most non-magic weapons, except those made of iron or silver. Bright light or fire causes them to disperse momentarily.
ACTIONS
On its turn, a shade makes one attack.
Chilling Touch (Melee): The shade attempts to touch a living target. The target rolls Agility, avoiding the attack on a complete success. On a partial success, they gain D3 Strain. On a failure they gain D6 Strain.
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The vile and tragic creations of an insane scientist or necromancer, “The Stitched” are large undead constructs created by sewing together a variety of body parts from multiple corpses — both human and animal. Unable to communicate beyond grunts, groans, growls, and moans, The Stitched roam aimlessly in search of something to end their torment but never find any solice. After years or decades of suffering, they grow to hate both the living and the undead.
HP: 60 | Morale: — | Movement: 30 | Armor: D6 | Attacks: Slam, Grapple, Crush
ACTIONS
On its turn, a Stitched Abomination makes two attacks. Only one can be a grapple.
Slam (Melee): (7) 2D6+2. The target rolls Brawn. On a failure, they fall prone.
Grapple: The abomination attempts to grab a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the abomination. If the attack hits, they escape. On a failure, they are grappled.
Crush: If an abomination grapples a target, they immediately try to crush them. The grappled target rolls Brawn. On a success, they take no damage. On a partial success, they take 2D6 damage. On a failure, they take 4D6 damage.