Undead who go on living ordinary lives, lebendtod run farms, shops and whole villages behind a mask of life while secretly answering to the necromancer who made them.
Once thought rare, lebendtod are being reported more and more, and experts fear they are widespread, hidden for decades or centuries by their disguise. Twice a day one can make itself look as it did in life. The guise lasts until it ends it or until a magical weapon or spell hits it, whereupon it instantly reverts to a ghast-like undead form before horrified onlookers.
Lebendtod attack with claw/claw/bite or a weapon from life, doing normal weapon damage without Strength bonuses. They can remove and reattach limbs or head at will, to frighten, to use a part as a weapon, or to discard a damaged limb. Evil wizards are said to ship them in pieces inside crates into cities and castles, where they reassemble and strike. They are immune to hold, charm and sleep; cold slows them 2d4 rounds; normal weapons do half damage and magical ones full.
Lebendtod keep their former families, trades and routines, and whole villages of them exist, yet they serve their creator, their 'ancestor.' If he becomes undead they keep serving; if he dies normally, they follow the first strong wizard who claims them.
They age a single year per decade and gain 1 HD per decade of real age, to a maximum at 100 years; someone who died at 30 and spent 50 years undead looks 35. They lose 2 from every ability score and half their levels: a 10th-level fighter with 15s becomes a 5th-level fighter with 13s, with experience set midway to the next level (24,000 XP here). Further levels cost double experience.
A powerful necromancer made the first lebendtod and let them reproduce: a lebendtod slays a victim and breathes into its mouth with its final breath, then the body must lie undisturbed and alone for 72 hours. If disturbed early it rises as a ghast; if the victim dies before receiving the breath, it simply stays dead. High-level wizards can also create them. Only a wish restores a lebendtod to life. Since their Hit Dice and abilities vary, the DM sets experience for each individually.
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| Climate/Terrain | Any |
|---|---|
| Frequency | Very rare |
| Organization | Any |
| Activity Cycle | Any (usually day) |
| Diet | Carnivore |
| Intelligence | Very (11-12) to Highly (13-14) |
| Treasure | Z (per 10 individuals) |
| Alignment | Chaotic evil |
| No. Appearing | 1-250 |
| Armor Class | 8 |
| Movement | 12 |
| Hit Dice | 1 per 10 years of age |
| THAC0 | 15 |
| No. of Attacks | 3 or 1 |
| Damage/Attack | 1d6/1d6/1d8 or by weapon |
| Special Attacks | None |
| Special Defenses | Immune to sleep, hold, charm |
| Magic Resistance | Nil |
| Size | M (4-7'tall) |
| Morale | Elite (13-14) |
| XP Value | Special |