Pseudo-Undead is a monster languishing since 1e days, appearing only in Monster Manual 2 and a single published module I8 Ravager of Time (#BOSR).
RAW in MM2: AC, HD, movement and attacks/damage as the mimicked undead, but none of the special abilities. (Ghast stench being the exception). Infravision. Never associate with undead. Neutral Evil. Low to Average Intelligence.
Living things (mortal), potentially even a type of human: Pseudo-Vampires are specified as being able to breed with us; in I8, the Pseudo-Ghasts have been doing likewise.
They are Gotcha Monsters, operating within the context of a/the game, and Stupid Monsters, because they don't make any sense in the context of a world (beyond that a-wizard-did-it).
I'm using Pseudo-Undead as a category of convenience - I doubt they would refer to themselves as such.
Probably four parts to this series: Skeletons and Poltergeists, then Vampires and Zombies, then Ghasts and Ghouls, then Wights and Mummies
The base stat-block is Normal Human, or by class.
Pseudo-Skeleton.
Originally excluded, the Pseudo-Skeleton should be the foundation of the Pseudo-Undead, as it provides a common biological dimension lacking in the original entry.
We even find a prototype in the literary canon/ Appendix N - Kreeshkra the Ghoul.
| Kreeshkra with hair (Jeff Easley) |
Transparent flesh and blood, go naked, so look like intact, free-roaming skeletons. Otherwise much like any other fantasy human society.
You're at -2 to hit them, because it's hard to target their vitals. In darkness, they're 80% invisible (-4 to hit). Cancelled if they dress up or put on armour. Non-magical invisibility so it can't be dispelled.
There also being Ghoul Horses indicates that transparent flesh is a possible stable biological trait within fantasy settings. See also, the Bone Men of Carcosa.
Thus, all kinds of Pseudo-Skeleton are permissible. They all consider themselves, at some level, to be part of the same race, and to have kinship with 'Mud Men' (opaque Normal Humans).
Most variations have no mechanical effect, but increasing the 'to'hit' penalties against those with more of their body being transparent (e.g. Pseudo-Dread, Pseudo-Wichtlin) seems reasonable. As does increasing the % chance of invisibility in darkness.
Pseudo-Skeletons have ultravision rather than infravision, which allows them to see each other (though not magically invisible things). Their experience of each other is that they can simultaneously see all layers, down through the skin and musculature, to the organs and bones, as overlapping spectral images. Their experience of their own transparency is much more complex than ours of them.
| Kreeshkra without hair (Jennell Jaquays) |
The various armoured/clothed skeletal undead (e.g. Huecuva, Skeleton Warriors) do not have discrete Pseudo-types, it's just that their reasons for going covered are cultural or psychological.
As a quirk, maybe these individuals are more likely to act like their undead prototype, and/or believe themselves to be so. Maybe that's just what Crypt Things are (they're not explicitly undead in the 1e Fiend Folio).
Pseudo-Penanggalan.
To the Pseudo-Skeletons as Pseudo-Vampires are to Normal Humans, though Pseudo-Skeleton populations are generally more sympathetic to their plight; Nehwonian Ghouls, for example, are (but not wholly) cannibalistic, so might have fewer qualms about someone having a diet of human blood.
Pseudo-Penanggalan skeletons are wholly transparent, but their heads and internal organs are not. Furthermore, they are Afflicted (see Part Two, hopefully soon) as Pseudo-Vampires are.
There is no 'to hit' penalty against them (all their vitals are on show), except in low-light/darkness (80% of -2 to hit).
If they gain dark- or infra-vision through their Affliction, they lose their natural ultravision, further isolating them from their skeletal kin.
Pseudo-Poltergeist.
Like the Invisibles of Stardock might be related to the Ghouls of Nehwon, so the Pseudo-Poltergeist is likely related to the Pseudo-Skeleton. Because the Nehwonian Invisibles are, maybe Pseudo-Poltergeists also face a male fertility crisis.
Pseudo-Poltergeists are permanently and non-magically invisible (-4 to hit them, as long as they are naked), and have ultravision (as above). As long as light-conditions permit, Pseudo-Skeletons and Pseudo-Poltergeists can see (and fight) each other with no penalties.
While no Pseudo-Undead are actually non-corporeal or capable of flight, they walk so lightly as to leave no trace (MM2).
Treat this as a non-magical pass without trace ability, as the spell or Druid class feature. I would also rule that any Pseudo-Poltergeist under (say) 3rd level can only do this at a reduced movement rate, and maybe not at a run/dash until even higher. While they might not need to be completely naked, they do need to be barefoot.
*It wouldn't be unreasonable to give Pseudo-Poltergeist characters some kind of advantage to sneaking, dancing and balancing checks because of this innate, physiological trait. They might also have a reduced chance of setting off pressure-pad traps.
*Pseudo-Poltergeists raise/tame and ride (visible) Griffons, and are maybe the only ones who can.
What do Pseudo-Poltergeists think of the other, more visible Pseudo-Undead? Of Normal Humans/Mud Men?
Other Pseudo-Non-Corporeals.
All Pseudo-Undead with a non-corporeal prototype are sub-types of the Pseudo-Poltergeist.
The original entry only specifies Pseudo-Wraiths and Pseudo-Spectres, but there's no particular reason there can't be Pseudo-Shadows (variously undead or not across clones/editions/settings), Ghosts, Banshees and so on.
In the end, they're all just slightly-see-through-people. Naked people. Same reasons as Pseudo-Skeletons for dressing up or not.
Pseudo-Non-Corporeals are 80% non-magically invisible in darkness (as a Pseudo-Skeleton) due to their semi-transparency. Pseudo-Wraiths have glowing red eyes, so they are only -2 to hit in darkness.
*Or you could apply adjustments for light conditions similar to the Shade or Shadow Demon/Fiend.
They all have the same non-magical pass without trace special ability as Pseudo-Poltergeists, but not necessarily ultravision.
Faerie fire.
Some Pseudo-Undead produce faerie fire so that we can add Pseudo-Flame Skulls and Pseudo-Fifth Edition Will-o-Wisps. For completism.
Whether or not the faerie fire can be controlled (put out by the individual) is the world-builder's choice. It definitely reduces the benefits of full and/or partial invisibility.
Unless you've decided that Pseudo-Undead are magical creatures, then the faerie fire is also non-magical and cannot be extinguished as for natural or supernatural flames.
Commentary.
| My source |
Gary did take the time to add them to the wandering monster tables.
There are number of monsters that also roughly fit the Pseudo-Undead category, though often from the Gotcha Monster direction: e.g. Adherers, Drelbs, Needlemen.
Also several monsters that are undead to all intents and purposes, but are declared not to be so they can't be Turned by Clerics.
Some undead switch categories between editions. Crypt Things. Shadows. The Will-o-Wisp is currently undead, but has changed type in pretty much every edition.
The undead category being so diverse gives a lot of scope for realising all kinds of weird Pseudo-Undead, if that suits you.
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