TEXT: Obsidian apOcalypse: 
  WOrld Of the Undead
  LPJ9262
  
  Obsidian apOcalypse 
  page 2
  HistOry
  WHere tHe HistOry Of tHis WOrld 
  Of tHe undead deviates frOm tHe 
  HistOry Of tHe Obsidian apOcalypse
  100 years agO
  The meteor struck, and spreadspreading its necromantic 
  energies. The ecological catastrophe began.
  A new kind of undead rose soon after the meteor strike, when 
  the Nightwall fell. At first, the shambling figures seemed just 
  like any other zombie.
  When the undead rose from the Tomb Cities of Shaan, the 
  warrior-kings of the past attacked their servants and warriors, 
  who had risen as shambling zombies. The zombies pinned 
  them, wore them down, and tore them apart.
  75 years agO
  Over the next twenty-five years, the shambling zombies 
  spread out from Shaan. Anywhere they gained even a 
  toehold, their numbers exploded as most every death added 
  to the horde.
  Even the outsiders and other extraplanar beings arriving 
  on Abaddon weren’t spared from the zombies. By the time 
  Zebadiah arrived on Abaddon, vast hordes of zombies 
  roamed the world and destroyed anything they could not 
  convert into another shambler.
  50 years agO
  Most mindless undead were destroyed by the shambling 
  zombies, while the most intelligent learned to stay away from 
  them. A group of surviving undead under the vampire Calix 
  Sabinus built a kingdom of walled settlements, which offered 
  protection from the shambling hordes for refugees in return 
  for enslavement.
  Zebadiah led a wing of celestials against this kingdom. His 
  attack did tremendous damage to the mortal and undead 
  armies under the vampire’s banner. Calix Sabinus was 
  severely injured, but Zebadiah was defeated and brought low. 
  Sabinus had his mortal mercenaries chain Zebadiah’s broken 
  and tortured form above the gates of their capital.
  10 years agO
  Here and there, the living who avoided the shamblers gath-
  ered in the ruins of Abaddon and began rebuilding their lives. 
  With one eye constantly on the lookout for undead hordes, 
  they began raising fences and walls.
  Sabinus’ undead kingdom still contains ghettoes of Harrowed 
  within, and slave trade between the walled settlements 
  bustles as it did in years past.
  The Exalted are welcome in most mortal settlements. Loose 
  alliances of Exalted-centered settlements wage petty wars 
  against the walled settlements of the undead kingdom and 
  their slave traders. Ironically, these attacks strengthen the 
  vampire’s hold over the lesser undead nobility by uniting 
  them against the assaults.
  nOW
  As Calix Sabinus struggles to hold his kingdom together, 
  Lykians swell the ranks of mercenaries in the armies of the 
  undead, the free settlements, and the Osirians.
  The Khymer rise again in their old bodies.
  The Spirit Books trains psionicists, searching for the most 
  efficient ways to use psionics against the undead.
  tHe sHambling HOrdes
  Surviving scholars—few and isolated as they are—have 
  asked why the shambling zombies exist and why they behave 
  the way they do. The scholars argue that, left to their own 
  devices, the shamblers would wipe out all life on Abaddon; 
  they ask, “Who benefits?”
  Because the Obsidian Veil prevents even the gods of death 
  from being involved in events on the Material Plane, not 
  even they would benefit from such a world. A few suspect 
  that some unknown force is behind the shambling zombies. 
  It hides, some scholars say, biding its time until the balance 
  between the living and undead tips enough to make it all-
  powerful; only then will it rise from hiding to rule the new 
  world of undead.
  A paltry few believers look for that force, hoping to destroy 
  it and turn the tide against the shambling hordes.
  OtHers
  When the true nature of the shambling zombies became 
  obvious, the dragons attacked them with elemental weapons, 
  but even dragons grow fatigued. The younger dragons and 
  those caught resting or unaware were pinned and torn apart 
  by the endless zombie hordes. Over time, the dragons real-
  ized that the shamblers seemed to be learning their scents, 
  letting the zombies track down the dragons’ nests and destroy 
  their eggs. The surviving dragons withdrew to isolated lairs, 
  now only coming out to hunt what little food survives.
  Even the most powerful titans and giants couldn’t stand 
  in the way of the horde. Although their great strength and 
  martial prowess make them fine combatants, their size 
  leaves them vulnerable to being surrounded and pinned by 
  the shamblers. Even worse, giants who die while infected 
  by shambling rot rise as shambling zombies themselves. The 
  titans just get torn apart.
  
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  WOrld Of tHe undead
  For the most part, humanoids are on their own in their fight 
  for survival.
  rules
  Traits, feats, and other rules for a world of shambling undead
  dread
  A world of undead is a terrifying place. The constant threat of 
  discovery by mobs of shambling zombies erodes the confi-
  dence of even the most gallant adventurer.
  For each day spent outside a safe place, a character must 
  make a DC 5 Wisdom saving throw. This DC increases by 1 
  each day. Any bonus to a saving throw or immunity against a 
  fear effect applies to this save, such as the halfling brave trait 
  or the paladin’s aura of courage class feature. A character that 
  fails the saving throw becomes frightened.
  A particularly terrifying event may trigger an additional 
  saving throw, prompted at the GM’s discretion.
  A character remains frightened until they reach a safe place 
  and complete a long rest, after which they are no longer 
  frightened and the saving throw DC resets to 5.
  feats
  These feats are for characters adventuring in this world of 
  shambling zombies.
  Beacon of Hope
  Your presence improves the state of mind of your 
  companions and bolsters their morale.
  Prerequisites: Charisma 13 or higher, Channel Divinity 
  class feature or Lay on Hands class feature
   •  If you succeed on a Wisdom saving throw against an 
  ongoing, escalating effect like dread, reset the DC of that 
  check to the original value for yourself and allies within 
  30 feet. Using this feat does not count as a consecutive 
  check for the purposes of increasing the DC of dread 
  effects.
   •  You may expend one use of Channel Divinity or Lay on 
  Hands to allow yourself and all allies within 30 feet of 
  you to make an immediate Wisdom saving throw against 
  any existing fear effect. Using this feat does not count as 
  a consecutive check for the purposes of increasing the 
  DC of dread effects (see above).
   •  At 9th level, a successful saving throw initiated by 
  your Beacon of Hope feat removes the fear condition, 
  including all of those brought on by dread, in all 
  affected creatures. Using this feat does not count as a 
  consecutive check for the purposes of increasing the DC 
  of dread effects.
  IndomItaBle Bravery
  When the constant threat of danger wears other down, you 
  grin and stay focused.
  Prerequisites: Wisdom 13 or higher
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain advantage on Wisdom saving throws against fear 
  effects.
  SlIppery fIgHter
  You know useful tactics against grapplers and shambling 
  zombies.
  You are proficient in your choice of Strength (Athletics) or 
  Dexterity (Acrobatics).
  As a reaction, you can swap positions with a creature you 
  have grappled.
  When you move a grappled creature, your speed is not 
  halved.
  tHIck-SkInned
  You resist attacks that weaken your life force.
  You gain advantage on saving throws to resist attacks that 
  lower your hit point maximum.
  You gain advantage on any saving throw to avoid having 
  one of your ability scores reduced.
  traits
  These are background traits for Undead World.
  For more information on introducing character traits, see 
  Obsidian Apocalypse Chapter 4: Infernus Risen. In brief, 
  a character can choose up to two traits at 1st level as part of 
  character creation. In addition, if a character selects a draw-
  back trait, they can then choose an additional trait over and 
  above the normal number.
  The GM has final say as to whether characters may gain 
  character traits and, if so, how many.
  fountaIn of lIfe
  You are of uniquely hearty stock, and recover losses to your 
  hit point maximum more rapidly.
  If your hit point maximum is reduced, a short rest restores a 
  number of points up to your proficiency bonus.
  You may not combine this trait with the undead bloodline.
  freeBorn
  You were born in one of the free settlements, not under the 
  whip of the undead.
  
  Obsidian apOcalypse 
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  You gain a +1 to Wisdom and Charisma saving throws 
  against charm spells and effects, such as charm person, 
  command, and dominate person.
  You may not combine this trait with the undead bloodline.
  lIgHt-SenSItIve [drawBack]
  Born under the ash clouds of Abaddon, you find bright 
  sunlight troublesome.
  You suffer a -1 on attack rolls and on Wisdom (Perception) 
  checks that rely on sight when you, the target of your 
  attack, or whatever you are trying to perceive is in direct 
  sunlight.
  SlaveBorn
  You were born in an undead-ruled settlement, rather than 
  one of the unprotected free settlements.
  You gain a +1 bonus on Deception, Intimidate, and 
  Persuasion checks against undead creatures.
  spells
  These are new spells for your Undead World campaign.
  BlInd undead
  1st-level abjuration
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You steal the ability of an undead creature to see or hear 
  living creatures. The target must make a Wisdom saving 
  throw or become blinded and deafened with regards 
  to living creatures for the duration of the spell. Undead 
  creatures with an Intelligence of 6 or lower automatically 
  fail this save. If an intelligent undead fails this save it cannot 
  see or hear living creatures, but it can still deduce their 
  presence from other clues, such as footprints left in the dust 
  or if the creature comes under attack.
  This spell does not affect other sensory perceptions such as 
  smell, blindsight or tremorsense.
  At Higher Levels. When you cast this spell using a spell slot 
  of 2nd level or higher, you can affect two additional undead 
  creatures in range for each slot level above 1st.
  Haven from undead
  3rd-level abjuration
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (3-foot-diameter circle of powdered 
  silver)
  Duration: Concentration, up to 1 hour
  A 10-foot-radius sphere emanates from the creature you 
  touch. All living creatures within the area of effect are 
  invisible (as per the spell invisibility) to undead. Undead 
  with an Intelligence of 6 or lower cannot enter the area 
  of effect, whereas more intelligent undead must make a 
  Wisdom saving throw to enter the warded area.
  Alternatively, you can use the area of effect to trap undead 
  within its confines. When you choose this option, an 
  undead creature with an Intelligence of 6 or lower cannot 
  leave the area of effect, while a more intelligent undead can 
  only leave if it succeeds on a Wisdom saving throw.
  settlements
  Some settlements that defy the undead hordes.
  eBon arBor
  CE Village
  Qualities: Decadent, Eldritch
  Demographics
  Government: Magical
  Population: 125 (80 drow, 20 orcs, 15 humans, 10 other)
  Notable NPCs
   •  Umbral Lady Eildianna Shadowskin (CE female drow 
  wizard 7th)
   •  Arbormistress Xyrlove Woodsoul (NE female drow druid 
  7th)
   •  Blademaster Horeak Dewshining (CE male drow fighter 
  5th)
  The cataclysm destroyed most drow settlements. Some 
  may survive in isolated pockets deep beneath the surface 
  world, but we cannot know. A clan of drow that escaped the 
  collapsing underworld founded Ebon Arbor. They took over 
  the ruins of a surface village and set about building a home 
  for themselves.
  The most interesting feature of Ebon Arbor is its palisade, 
  which their druids have managed to grow from sickly 
  saplings into an almost-impenetrable wall. Trees are rarer 
  than hen’s teeth on Abaddon. Growing them required intense 
  effort, around the clock, from every available spellcaster. The 
  living walls of Ebon Arbor would be a tourist attraction if 
  anyone dared travel for such trivial reasons.
  While the drow do take slaves, the population of the village 
  is all free citizens. The drow rule from the top of the social 
  hierarchy. The orcs serve as the backbone of the militia. 
  Other races do the mundane work that keeps the village 
  standing and fed. When they need more workers, the drow 
  lead orc patrols to kidnap what they need.
  Most of those who visit the village do so seeking the arcane 
  secrets of drow magical traditions, hoping for some spell or 
  information to turn against the hordes of shambling zombies.
  HannaH ’S redouBt
  LG Small Town
  Society +1
  Qualities: Academic, Defensible, Hallowed (can only be 
  dispelled in small areas)
  
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  WOrld Of tHe undead
  demograpHIcS
  Government: Theocracy
  Population: 1,750 (850 humans, 375 elves, 250 dwarves, 
  100 orcs, 50 halflings, 25 gnomes, 100 other)
  notaBle npcS
   •  Great Protector Thernys Serpenthelm (LG female cleric 
  5th), leader of the town
   •  Cardinal General Cruhorn Rosebloom (LG male elf 
  paladin 8th), leader of the military
   •  Bishop Emeritus Tholannan Under-the-Veil (NG dwarf 
  cleric 3rd), leader of the religious college
   •  Elder Brother Pantumal Taletreader (LG human cleric 
  3rd/fighter 3rd), leader of the Azure Flames (see the 
  Organizations section, below)
  Hannah’s Redoubt was a frontier castle before the apoca-
  lypse. Located on a rocky bluff above a river, it contained a 
  garrison, a keep, a chapel, stables, and enough artisans and 
  peasants to keep everyone fed and everything working.
  After the world changed but refused to end, Hannah’s 
  Redoubt grew. People flocked to it, as they thought it defen-
  sible, and the military put those people to work. They built 
  more walls, farmed more fields, and raised more houses.
  The dense population of living flesh drew shambling zombies. 
  Though deprived of any contact with their gods, the among 
  the military and refugees found ways to focus their beliefs 
  and use their magic to defend the town.
  Still, they were relatively few in number, and every person 
  who fell to the shambling zombies rose again as one of them. 
  Finally, an Exalted cleric, Thernys Serpenthelm, sacrificed 
  herself to hallow the town and its surrounding fields.
  Thernys is not dead. She lives in a column of blue flame in 
  the central courtyard of the redoubt’s keep. She no longer 
  eats, drinks, or sleeps, but appears to be immortal.
  Her miraculous sacrifice drew other clerics and paladins to 
  the redoubt, strengthening it against the hordes of shambling 
  zombies.
  SangvIlle
  LE Large Town
  Qualities: Cruel Watch, Racial Enclave (vampires), Royal 
  Accommodations
  demograpHIcS
  Government: Dynasty
  Population: 3,500 (1,000 humans, 800 elves, 750 gnomes, 
  500 dwarves, 100 vampires, 350 other intelligent undead)
  notaBle npcS
   •  Lady Quiiries Deville (NE female vampire sorcerer 9), 
  ruler of Sangville
   •  Lord Belgeon Deville (LE male vampire fighter 10), 
  consort to Lady Quiiries
   •  Marshal Yengold Deville (LE male vampire fighter 7), 
  commander of the Sangville military forces
   •  Master Sigisdottir Deville (CE female vampire fighter 9), 
  head of the slave market
  Widespread inflation increases the purchase price of high 
  quality or luxury items, such as jewelry, fine clothes or food, 
  
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  page 6
  entertainment, weapons, and all magical items available in 
  the settlement by +10%.
  Sangville is one of the walled enclaves ruled by undead. The 
  Deville dynasty of vampires rules the town with an iron fist.
  Living beings within Sangville have sworn their fealty to the 
  Devilles. In return, the vampires marshal their forces against 
  the shambling zombies. The fact that Sangville has grown 
  to a large town is evidence enough that they are successful 
  fighters.
  In addition to undead soldiers, the Devilles actively encourage 
  good-aligned clerics to reside in their city and help in the 
  fight as well as construction of good-aligned temples. 
  For more information, see the Shambling Wardens in the 
  Organizations section.
  Living beings in Sangville face varying treatment, depending 
  on their master. Favored slaves are all but free in any case, 
  and some others are pampered like pets. The rest work hard 
  and hope to escape notice. It is a hard life, but it is a life.
  tHe nigHtfall games
  Sangville hosts the Nightfall Games, a horrific competition 
  that pits citizens, living and undead alike, against shambling 
  zombies. The events held include hand-to-hand combat, 
  mounted combat, foot races, wrestling, and more. These 
  games are held each time the Nightwall falls and are a source 
  of great civic pride.
  Living slaves are given a holiday to attend the games, which 
  explains why the living love the games so much—that, and 
  the rewards. Winning an event can mean freedom for a living 
  competitor, proclaimed by the Devilles. Practically, though, 
  freedom usually means choosing another, hopefully kinder, 
  master. No undead employs freed slaves, and living else-
  where means finding an open city of the living, likely under 
  siege from armies of shambling zombies.
  Undead competitors can win social or political rank, promo-
  tions in the Sangville militia, an additional allotment of 
  slaves, or other—darker—prizes.
  Shambling Wardens often compete to win further resources 
  or privileges for their militia, including freed slaves to labor 
  or vow service to them.
  ScHymIertov
  CE Small Town
  Qualities: City of the Dead, Desecrated (can only be 
  dispelled in small areas)
  demograpHIcS
  Government: Overlord
  Population: 350 (170 ghouls, 75 gnolls, 50 wights, 30 
  ghasts, 25 other undead)
  notaBle npcS
   •  Bloodspiller Navigashix (LE wight), leader of the town
   • Fleshchaser Dmitry (CE ghoul), leader of the military
   • Whip Sergei (CE ghast), torturer and enforcer
   •  Mouth Neriskan Swordheart (CE female barbarian 2), 
  diplomat and emissary
  Schymiertov was once nothing more than the necropolis of a 
  great city. After the meteor fell, the pandemic of ash and rise 
  of the shambling zombies led to the residents either dying or 
  leaving. Their necropolis fell into the claws of Navigashix, 
  a wight.
  Navigashix had no need to fight the zombies, because it 
  found that the undead armies of post-apocalyptic Abaddon 
  had no interest in other undead. The shamblers only attacked 
  ghouls, skeletons, and others if they attacked the shambling 
  zombies or their prey. Therefore, Navigashix avoided them 
  until the shamblers wandered off in search of living beings 
  to kill and convert.
  Since that time, a small tribe of gnoll survivors moved into 
  the ruins outside the former cemetery. The gnolls scout for 
  the undead and occasionally hunt live prey for those undead 
  who require living flesh. The gnolls also conduct trade expe-
  ditions to other refuges.
  wolf’S kItcHen
  NE Village
  Qualities: Free City, Prosperous
  demograpHIcS
  Government: Overlord
  Population: 150 (75 humans, 40 elves, 20 hobgoblins, 15 
  other)
  notaBle npcS
   •  Boss Hannibal Raine (LE male human fighter 8), leader of 
  the village
   •  Advisor Oolastine Wolfsbane (NE female elf cleric 5), 
  chief advisor to Boss Raine
   •  Captain Carstine Pegasdottir (LE female hobgoblin 
  fighter 6), leader of the town military
  Wolf’s Kitchen survived the apocalypse because it was so 
  small. The villagers were able to build a simple wall around 
  the center of the village, and the small population required 
  fewer fields and animals to feed itself than did other, larger 
  towns.
  However, its small size also made it vulnerable to the first 
  desperate and brutal gang of thugs that came along. Those 
  thugs took over Wolf’s Kitchen and imposed their own ideas 
  of law and order.
  The current boss, Hannibal Raine, seized authority by 
  murdering the previous boss and installing his hobgoblin 
  allies as the town militia. He has since opened trade with 
  both Sangville and Hannah’s Redoubt, bringing prosperity to 
  his allies and the rest of the village.
  
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  WOrld Of tHe undead
  Wolf’s Kitchen is an open city where anyone is welcome, as 
  long as they do not interfere with the boss and his cronies. 
  All sorts of trade goods pass through the village, and it is a 
  safe place to rest and recuperate—as long as you do not have 
  anything the boss wants.
  undead 
  OrganizatiOns
  Allies and opponents for your Undead World campaign
  azure flames
  Alignment: NG
  Headquarters: Hannah’s Redoubt
  Leaders: Pantumal Taletreader, Zanlamman Tumblebelly, 
  Otirry Jadehorn
  Prominent Members: Leohorn Helltalon, Shalannan 
  Orchunter, Shaice Hollysword, Norfalcon Rushboar, Loraatis 
  Silversgleaming
  Structure: Religious Order
  Scope: Regional
  Resources: Minor magic weapons and armor, plus some 
  potions and scrolls
  After Thernys Serpenthelm’s self-sacrifice to save Hannah’s 
  Redoubt, a few priests and warriors formed an order devoted 
  to protecting her. The Azure Flames believe they have a 
  special understanding of the world through their communica-
  tion with Thernys Serpenthelm.
  The Azure Flames control access to Thernys Serpenthelm. 
  Those who wish an audience with the guardian of Hannah’s 
  Redoubt must petition the Azure Flames.
  structure and leadersHip
  The Azure Flames revere Thernys Serpenthelm as their 
  ultimate leader. However, she is often distracted, paying 
  attention to something beyond mortal perception. As a result, 
  the order elects an ecumenical leader, currently Pantumal 
  Taletreader.
  Otherwise, leadership is determined by expertise and fluctu-
  ates depending on the priorities of the order.
  gOals
  The Azure Flames initially sought only to protect Thernys 
  Serpenthelm in her column of blue flames. Their vision is 
  beginning to expand as they develop dogma and a system 
  of beliefs.
  public perceptiOn
  No one really understands Thernys Serpenthelm. Some 
  think her miraculous transmogrification has given her some 
  contact with the gods. Others think she is becoming the first 
  in a new generation of deities. A few fear that she is in touch 
  with whatever force ruined Abaddon and is becoming its 
  avatar on this world.
  As a result, most people think the Azure Flames are pompous, 
  self-important, and judgmental. No one wants to do anything 
  about it yet, because the order focuses on guarding the town’s 
  savior. Before the Azure Flames can start espousing dogma 
  or taking more control of the town, they will have to demon-
  strate some authority.
  HOld breakers
  Alignment: CN
  Headquarters: Wolf’s Kitchen
  Leader: Alukain Latekin
  Prominent Members: Rangers and barbarians dedicated to 
  scouting, hunting, and learning about shambling zombies
  Structure: The Hold Breakers hold authority based on their 
  deeds. The group has no organizational structure.
  Scope: National
  Resources: Minor magic weapons, armor, potions, scrolls, 
  and other items. Hold Breakers know and can train others in 
  feats like Indomitable Bravery and the Slippery Fighter tree.
  Hold Breakers are warriors who study shambling zombies 
  in order to better defeat them. Any effective techniques 
  the warriors find are shared, both amongst themselves and 
  outsiders.
  structure and leadersHip
  Alukain Latekin is a powerful ranger who masters each tech-
  nique the members develop. He also maintains an archive of 
  information about the shambling zombies. He became leader 
  by winning a competition of skills.
  When a group of Hold Breakers gathers for a mission, they 
  generally hold a wrestling match to see who should lead 
  if a single leader becomes necessary. If the members of a 
  particular group are known well for specific skills, then lead-
  ership rotates through the groups according to which skills 
  the mission calls for moment to moment.
  gOals
  The Hold Breakers do not believe they can change the nature 
  of Abaddon to wipe the shambling zombies from existence. 
  Rather, they believe that the shamblers can be defeated and 
  eventually overcome. Their goal is to develop and spread 
  fighting techniques that will turn the tide.
  public perceptiOn
  Most people, if they had to describe the Hold Breakers in a 
  single word, would choose “effective.”
  Being a Hold Breaker means that people initially respect you 
  as a skilled warrior. The lack of structure and organization 
  means that some Hold Breakers are unpleasant people, so 
  the initial respect can quickly change based on the individual.
  
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  page 8
  sHambling Wardens
  Alignment: LG
  Headquarters: Sangville
  Leaders: General Brenys Undershadow, Supply Captain 
  Kriskain Gnollcloak, Training Captain Koix Oreborn
  Prominent Members: Captain Graril Greensleeves, Captain 
  Yengeon Littleknight, Captain Jamfire Oaklord, Captain 
  Daveak Acidhorn, Senior Sergeant Udotumal Celestialine
  Structure: Military
  Scope: Regional
  Resources: Wealthy (enough minor magic weapons and 
  armor to equip every warden, with a few additional medium 
  magic weapons and armor; minor magic items created by 
  the Shambling Wardens, e.g., potions). Shambling Wardens 
  know and can train others in the Beacon of Hope feats.
  The Shambling Wardens are a group of militant clerics, pala-
  dins, fighters, rangers, and druids who use the resources of 
  the Deville dynasty to protect the town’s living inhabitants 
  and fight the shambling horde.
  Although such an alliance goes against everything that good 
  clergy stand for, the members of the Shambling Wardens 
  are living beings, too. They needed a place to sleep and to 
  recuperate from battle. They needed resources. They needed 
  to understand how to continue as they did before the apoca-
  lypse, but without the support and aid of their deities. The 
  Devilles offered safety and resources, asking nothing in 
  return except that the Shambling Wardens used their powers 
  against the shambling zombies.
  The Shambling Wardens have a voice in the dynastic counsel 
  halls. They can bring anything they see as an abuse of power 
  or as unusually cruel before the Devilles for judgment. What 
  they cannot do is cut down Devilles or their allies in the 
  streets.
  a nOte On spells
  No one in Sangville may cast spells or use abilities that 
  specifically harm undead within the city walls—including 
  turning undead with the Channel Divinity class feature. Any 
  member of the Deville dynasty has the authority to kill an 
  individual who violates this law.
  Spells or abilities that can also harm undead, such as fireball, 
  face normal restrictions, meaning the individual responsible 
  must face trial before any execution occurs.
  structure and leadersHip
  The basic unit of the Shambling Wardens is the squad. A 
  squad consists of four wardens and a sergeant. A watch 
  consists of four squads, with a captain leading the fourth 
  squad instead of a sergeant. Four watches comprise an order, 
  with a general leading the fourth watch instead of a captain.
  Leadership of squads and watches is determined by seniority. 
  The order as a whole elects a general from the captains.
  gOals
  Ultimately, the Shambling Wardens seek to reverse the effects 
  of the meteor and put down all the shambling zombies.
  public perceptiOn
  Within Sangville, Shambling Wardens are seen as heroes. 
  They risk their lives daily to protect the town from the horde.
  Outside Sangville, people do not understand how such good 
  people could ally with vampires. They know the Shambling 
  Wardens do good, but also see them as traitors to all living 
  beings.
  sOulseekers
  Alignment: NE
  Headquarters: Sangville
  Leaders: Thersaadi Hollysharp, Flahanna Windsailor, 
  Walgold Catseye
  Prominent Members: Horril Dodox, Belvin Arboshate, 
  Thomorn Bushranger, Yrix Pinebone, Jamgretor Millstone
  Structure: Criminal Gang
  Scope: Regional
  Resources: Each gang has a few minor magic items, 
  including weapons and armor.
  The Soulseekers were created in an attempt to coordinate the 
  slave market, encouraged by the vampire masters of places 
  like Sangville.
  Soulseeker gangs are recognized as legitimate businesses in 
  vampire-controlled territory. Local militias protect them, and 
  they are welcome within town walls. These protections are 
  important to the gang, as it keeps greedy or impoverished 
  vampires from enslaving the slavers.
  structure and leadersHip
  A slavery ring that wants to join the Soulseekers receives 
  horses, wagons, identification, and an assigned territory 
  in which to hunt for slaves. In return, each gang must pay 
  a percentage of its sales to the local leadership. The local 
  leadership passes a percentage of its take to the Soulseeker 
  leadership.
  gOals
  The Soulseekers have no goals except wealth and survival.
  public perceptiOn
  Perception varies according to the gang controlling the local 
  territory.
  Some Soulseekers take slaves by force: raiding villages, 
  murdering anyone too old or infirm to serve, and then 
  burning the village down. Obviously, the public perception 
  
  page 9 
  WOrld Of tHe undead
  of these gangs is that they are criminals who should be driven 
  away, jailed, or executed according to local law.
  Other gangs, though, act as trade caravans. While conducting 
  trade, they compare the local state of things with that in the 
  nearest vampire-controlled settlement. They talk about the 
  safety enjoyed by those under vampire rule. They persuade 
  locals to join the caravan and live in the vampiric strong-
  holds. These gangs are seen as potentially dangerous, but 
  useful for commerce and information.
  mOnsters
  A new breed of zombie for a new world
  sHambling HOrdes and zOmbie 
  packs
  Individually, a zombie poses little threat to an experienced 
  adventurer, let alone a party of adventurers. Once characters 
  gain a few levels, an encounter with such weak undead can 
  become a dull, grinding scene with little suspense or inherent 
  danger.
  A common trope of anything having to do with zombies 
  involves a zombie horde or pack—an overwhelming number 
  of endless undead. In theory, such an encounter sounds 
  exciting and dangerous. In practice, however, such a fight 
  can bog down with too many die rolls and a slow attrition 
  of hit points.
  One way to make zombie and skeleton hordes more threat-
  ening is to focus on grappling the characters rather than 
  inflicting damage. Here are several things to consider for 
  such encounters.
   •  Grapple attack. Give zombies (and perhaps other types 
  of undead) a special grapple attack such that when the 
  creature hits, it does damage and grapples its target 
  automatically. As an action, the undead can pin the 
  grappled target, thereby restraining it.
   •  Strong grappler. The zombies impose disadvantage on 
  a restrained target’s Strength ability checks and saving 
  throws—either in instead of or as an alternative to this 
  effect on Dexterity.
   •  Multiple grapplers. When more than one zombie attacks a 
  target, give advantage to each attacker.
   •  Overpowering grapple. Give the zombie or other undead 
  grappler a good Strength (Athletics) score for grappling, 
  or treat its Strength score as +2 or even +4 higher for 
  purposes of the target’s escape DC (which is 10 + the 
  monster’s Athletics modifier).
   •  Bonus to attacks. Remember that attacks against a 
  restrained creature have advantage, while the restrained 
  creature suffers disadvantage on their attacks, as well as 
  Dexterity saving throws.
   •  Forced movement. A grappler can move, drag, or carry 
  the grappled creature. Consider expanding this option 
  to allow the grappler to knock the grappled creature 
  prone. Alternatively, there is nothing quite as horrific for 
  adventurers as watching one of their comrades dragged 
  away from the party and out of reach.
  sHambling zOmbies
  Once slain, virtually any living creature can rise again as a 
  shambling zombie. Such a creature possesses some of the 
  traits it possessed in life, in addition to some new abilities. 
  To simulate a creature risen as a zombie, you can apply the 
  following changes to any corporeal fey, giant, or humanoid 
  creature.
   • Alignment. Change to neutral evil.
   • Creature type. The creature’s type changes to undead.
   • Armor Class. The creature’s AC decreases to 8.
   •  Speed. If the original creature had a fly speed, it retains 
  this mode of movement.
   •  Damage immunities. The zombie gains immunity to 
  poison damage.
   •  Condition immunities. The zombie gains immunity to the 
  exhausted, frightened, and poisoned conditions.
   •  Senses. The creature gains darkvision 60 feet.
   •  Abilities. Increase the creature’s Strength by 2, but lower 
  their Dexterity by 2. The shambling zombie’s Intelligence 
  score becomes 6; if the original creature’s Intelligence 
  was lower than this, it retains that score instead. Its 
  Wisdom score becomes 10.
   •  Challenge. Increase the base creature’s Challenge rating 
  by +1. If the creature has a Challenge rating of less than 
  1, it becomes a Challenge 1 creature.
   •  Attacks. The shambling zombie gains a special slam 
  attack that does bludgeoning damage based on the 
  zombie’s size:
  Size
  Slam Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  3d6
     In addition, a creature struck by this attack must make 
  a DC 12 Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. This reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0. The slain creature rises as a shambling 
  zombie 2d6 hours later.
   •  Special Actions. The shambling zombie retains none of 
  the base creature’s special attacks. Instead, the zombie 
  gains several special actions, as described below.
  
  Obsidian apOcalypse 
  page 10
     •  Immobilize. A shambling zombie can immobilize 
  opponents within reach. The target loses five feet of 
  speed for each shambling zombie adjacent to them. 
  A character whose speed drops to zero becomes 
  restrained and is considered pinned. The pinned 
  character remains pinned until no shambling 
  zombie can reach them.
     •  Rend. The shambling zombie makes a slam attack 
  as a bonus action against a character pinned by its 
  immobilize ability.
  A shambling zombie loses the special abilities of the base 
  creature. It gains the following special ability.
  Follow the Scent. A shambling zombie has advantage on 
  Wisdom (Perception) checks that rely on smell. A shambling 
  zombie can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 60 
  feet; if downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at twice the 
  ranges noted before. Overpowering scents, such as skunk 
  musk or troglodyte stench, can be detected at triple the 
  normal ranges. It gains advantage on Wisdom (Survival) 
  checks to track a creature by smell.
  Shambling zombies hunt in packs. Typically—though no 
  one knows why—shambling zombies move in a mob (4d12 
  shambling zombies), with three or four members of the mob 
  moving roughly forty feet away from the main group. These 
  outliers usually detect prey first, whether by sight, sound, or 
  scent. They then alert the main body by moaning—a unique 
  sound audible up to a quarter of a mile away. Upon hearing 
  the moans, the main body moves to attack the prey.
  Shambling zombies do not eat. They kill, but then move 
  on once a target is dead. This behavior explains why their 
  numbers exploded across Abaddon. If one shambling zombie 
  kills a living person, that person rises as a shambling zombie.
  Grouped together, their ability to immobilize, rend, and infect 
  prey increases, creating more shambling zombies, and so on.
  Shambling zombies reserve their most destructive behavior 
  for anything interfering with them that they cannot convert. 
  Aberrations, beasts, celestials, constructs, dragons, elemen-
  tals, fiends, monstrosities, oozes, plant creatures, and undead 
  that attack shambling zombies are likely to find themselves 
  ripped to shreds.
  sample sHambling zOmbies
  SHamBlIng ZomBIe goBlIn
  Small undead, neutral evil
  Armor Class 8
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  12 (+1) 10 (+0) 
  6 (-2) 
  10 (+0) 
  8 (-1)
  Skills Stealth +4
  Damage Immunities Poison
  Condition Immunities Exhausted, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Follow the Scent. The shambling zombie goblin has 
  advantage on Wisdom (Perception) checks that rely on 
  smell. It can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 60 
  feet; if downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at twice 
  the ranges noted before. Overpowering scents, such as 
  skunk musk or troglodyte stench, can be detected at triple 
  the normal ranges. The shambling zombie goblin gains 
  advantage on Wisdom (Survival) checks to track a creature 
  by smell.
  actIonS
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage. In addition, a creature 
  struck by this attack must make a DC 12 Constitution 
  saving throw or have its hit point maximum reduced by an 
  amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. The slain creature 
  rises as a shambling zombie 2d6 hours later.
  Immobilize. The shambling zombie goblin can immobilize 
  opponents within reach. The target loses five feet of speed 
  for each shambling zombie adjacent to them. A character 
  whose speed drops to zero becomes restrained and is 
  considered pinned. The pinned character remains pinned 
  until no shambling zombie can reach them.
  Rend. The shambling zombie goblin makes a slam attack as 
  a bonus action against a character pinned by its immobilize 
  ability.
  SHamBlIng ZomBIe BandIt captaIn
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 65 (1d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  14 (+2) 14 (+2) 
  6 (-2) 
  10 (+0) 
  14 (+2)
  Saving Throws STR +5, DEX +4, WIS +2
  Skills Athletics +5, Deception +4
  Damage Immunities Poison
  Condition Immunities Exhausted, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Any two languages
  Challenge 3 (700 XP)
  Follow the Scent. The shambling zombie bandit captain 
  has advantage on Wisdom (Perception) checks that rely on 
  smell. It can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 60 
  feet; if downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at twice the 
  ranges noted before. Overpowering scents, such as skunk 
  
  page 11 
  WOrld Of tHe undead
  musk or troglodyte stench, can be detected at triple the 
  normal ranges. The shambling zombie bandit captain gains 
  advantage on Wisdom (Survival) checks to track a creature 
  by smell.
  actIonS
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage. In addition, a creature 
  struck by this attack must make a DC 12 Constitution 
  saving throw or have its hit point maximum reduced by an 
  amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. The slain creature 
  rises as a shambling zombie 2d6 hours later.
  Immobilize. The shambling zombie bandit captain can 
  immobilize opponents within reach. The target loses five 
  feet of speed for each shambling zombie adjacent to them. 
  A character whose speed drops to zero becomes restrained 
  and is considered pinned. The pinned character remains 
  pinned until no shambling zombie can reach them.
  Rend. The shambling zombie bandit captain makes a slam 
  attack as a bonus action against a character pinned by its 
  immobilize ability.
  SHamBlIng ZomBIe ogre
  Large undead, neutral evil
  Armor Class 8
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  -2A
  21 (+5) 
  6 (-2) 
  16 (+3) 
  5 (-3) 
  10 (+0) 
  7 (+2)
  Damage Immunities Poison
  Condition Immunities Exhausted, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 8
  Languages Common, Giant
  Challenge 3 (700 XP)
  Follow the Scent. The shambling zombie ogre has 
  advantage on Wisdom (Perception) checks that rely on 
  smell. It can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 
  60 feet; if downwind, it drops to 15 feet. Strong scents, 
  such as smoke or rotting garbage, can be detected at 
  twice the ranges noted before. Overpowering scents, such 
  as skunk musk or troglodyte stench, can be detected at 
  triple the normal ranges. The shambling zombie ogre gains 
  advantage on Wisdom (Survival) checks to track a creature 
  by smell.
  actIonS
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) bludgeoning damage. In addition, a creature 
  struck by this attack must make a DC 12 Constitution 
  saving throw or have its hit point maximum reduced by an 
  amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. The slain creature 
  rises as a shambling zombie 2d6 hours later.
  Immobilize. The shambling zombie ogre can immobilize 
  opponents within reach. The target loses five feet of speed 
  for each shambling zombie adjacent to them. A character 
  whose speed drops to zero becomes restrained and is 
  considered pinned. The pinned character remains pinned 
  until no shambling zombie can reach them.
  Rend. The shambling zombie ogre makes a slam attack as a 
  bonus action against a character pinned by its immobilize 
  ability.
  SHamBlIng ZomBIe HIll gIant
  Huge undead, neutral evil
  Armor Class 8
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
  STR DEX 
  CON 
  INT 
  WIS 
  CHA
  23 (+6) 6 (-2) 
  19 (+4) 5 (-2) 
  10 (+0) 6 (-2)
  Damage Immunities Poison
  Condition Immunities Exhausted, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Giant
  Challenge 6 (2,300 XP)
  Follow the Scent. The shambling zombie hill giant has 
  advantage on Wisdom (Perception) checks that rely on 
  smell. It can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 60 
  feet; if downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at twice the 
  ranges noted before. Overpowering scents, such as skunk 
  musk or troglodyte stench, can be detected at triple the 
  normal ranges. The shambling zombie hill giant gains 
  advantage on Wisdom (Survival) checks to track a creature 
  by smell.
  actIonS
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 13 (2d6 + 6) bludgeoning damage. In addition, 
  a creature struck by this attack must make a DC 12 
  Constitution saving throw or have its hit point maximum 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
  The slain creature rises as a shambling zombie 2d6 hours 
  later.
  Immobilize. The shambling zombie hill giant can 
  immobilize opponents within reach. The target loses five 
  feet of speed for each shambling zombie adjacent to them. 
  A character whose speed drops to zero becomes restrained 
  and is considered pinned. The pinned character remains 
  pinned until no shambling zombie can reach them.
  Rend. The shambling zombie hill giant makes a slam 
  attack as a bonus action against a character pinned by its 
  immobilize ability.
  SHamBlIng ZomBIe fIre gIant
  Huge undead, neutral evil
  
  Obsidian apOcalypse 
  page 12
  Armor Class 8
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
  STR DEX 
  CON 
  INT 
  WIS 
  CHA
  26 (+8) 7 (-2) 
  23 (+6) 6 (-2) 
  10 (+0) 13 (+1)
  Saving Throws DEX +2, CON +10, CHA +5
  Skills Athletics +12, Perception +4
  Damage Immunities Fire, Poison
  Condition Immunities Exhausted, Frightened, Poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Giant
  Challenge 10 (5,900 XP)
  Follow the Scent. The shambling zombie fire giant has 
  advantage on Wisdom (Perception) checks that rely on 
  smell. It can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, this range increases to 60 
  feet; if downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at twice the 
  ranges noted before. Overpowering scents, such as skunk 
  musk or troglodyte stench, can be detected at triple the 
  normal ranges. The shambling zombie hill giant gains 
  advantage on Wisdom (Survival) checks to track a creature 
  by smell.
  actIonS
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 15 (2d6 + 8) bludgeoning damage. In addition, 
  a creature struck by this attack must make a DC 12 
  Constitution saving throw or have its hit point maximum 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
  The slain creature rises as a shambling zombie 2d6 hours 
  later.
  Immobilize. The shambling zombie fire giant can 
  immobilize opponents within reach. The target loses five 
  feet of speed for each shambling zombie adjacent to them. 
  A character whose speed drops to zero becomes restrained 
  and is considered pinned. The pinned character remains 
  pinned until no shambling zombie can reach them.
  Rend. The shambling zombie fire giant makes a slam 
  attack as a bonus action against a character pinned by its 
  immobilize ability.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/LPJ/LPJ9262 Obsidian Apocalypse - World of the Undead.pdf