Tuesday, March 31, 2026

Resurrecting the PSEUDO-UNDEAD - Part Three: Ghouls.

I’d say that (in this company at least) you already have a pretty good idea of what a Ghoul is, specifically and as a broader category, whatever your media/gaming background.

There are no Pseudo-Ghouls; there are Ghouls, alive, dead, undead.

They are paramortals, not unlike faeries and genies; they descend from demons, through mortal humanity. They descend from myth, via Lovecraft, through Petersen and Gygax et al.

*The existence of thouls - beyond that a wizard-did-it - implies that the state of ghoulishness is not utterly inimical to mortals, or that regeneration somehow disrupts the transformation to undead.

Erol Otus, putting that Lovecraftian heritage on show.
(Monster Cards Set 1/ 1982)

What Do Ghouls Look Like?

Consider Tom Moldvay’s The Ungrateful Dead (pre-2e AD&D article from Dragon 138).

The Ghoul variants are significantly more diverse than the Skeletons and the Zombies, including djinn-kin, a reanimated cultist, a demon, a possessed mortal, Black Annis, the Wendigo, and the folkloric kallikantzaroi.

Also, mentioned monsters with an affinity to ghouls cover the carnivorous ape, centaur, satyr, djinni, werewolf, minotaur, ogre, troglodyte, troll, succubus, type V demon (marilith), windwalker (by Wendigo association via Derleth-Petersen rather than RAW), yeti, annis (by extension, all hags) and kech.

I’d add lamiae, (folkloric) vampires, su-monsters, orcs, gnolls, grimlocks, gibberlings, meenlocks, and bugbears, and that’s all just for starters.

Ghouls are at least partly recognisable as one of their host-kin and/or by their family ancestry, but mainly they look like All the World’s Monsters – anything that could be covered by anthropophagous/necrophagous, nocturnal/subterranean, monstrous demi-human/humanoid (intelligent or otherwise), and especially so in a setting without either the usual fantasy monster crowd, or in which monsters are a secret from Normal Humans.

There's no problem with some or all Ghouls looking like more or less like pale people, with or without overbites and pointy ears.

Ghouls change form, consciously and unconsciously, radically and subtly, in varying degrees of permanence. Their plasticity is innate; they are shape-changers by tradition and myth,

*Hit Dice: Mostly, Ghouls are derived from the lower end of the Tribal Humanoid Threat Hierarchy, or Normal Humans, or other Player Character ancestry options.

Options for Ghouls and Ghoulkin are a +2 hp modifier or an extra HD (or fraction, for Kobolds), based on the standard Ghoul’s 2 HD.

Or, they can keep their old Hit Dice, but the Hit Die becomes a d12 (later-edition style).

Being a Ghoul.

You are an anthropophagous/necrophagous, nocturnal/subterranean intelligent (monstrous) demi-human/humanoid. This does not automatically mean you are a bad person.

Your Intelligence is within the normal range for your host-kin (or 5 to 18 if you are Ghoul-born and Ghoul-raised).

Your alignment is normally Neutral, of any shade (including parenthetically evil, True, and Hungry). Unlikely to be Good, especially in a high-fantasy setting of moral absolutism.

You are 90% resistant to sleep and charm.

You can communicate with Ghasts, other Ghouls, and Nightgaunts.

You can see in the dark up to 60’ (pick or randomise dark-, infra- or ultra-vision). Some Ghouls have a strongly reflective tapetum lucidum; others have eyes that glow in the dark (various colours and degrees of brightness), and some can see further (90' or 120', second sight, even into the Astral and Ethereal Planes).

Merely passing within 10’ of concealed doors or dead things gives 1 on d6 chance of noticing; 1-3 on d6 if you’re actively searching. You have 1-2 on d6 chance to detect secret doors or buried dead things, if actively searching.

If alone and not in metal armour (or only accompanied by Ghouls, and Ghouls prefer to go naked amongst their own kind), you move so silently (only the rush of air, the vibration of your footfalls) that you surprise 1-4 on d6. If you have to burrow through the grave-earth or leap from a coffin, this drops to 1-2 on d6.

Your unarmoured Armour Class is equal to armour up to Chain, depending on your ancestry/the texture of your hide (e.g. rubbery, leathery, scaly, studded, chitinous) plus any Dexterity adjustment.

75% chance that undead will not attack you on sight. Sapient undead have an initial Reaction of Neutral/Indifferent.

*You have a complicated relationship with your undead cousins, as you are perfectly good to eat.

You are immune to Ghoul paralysis, Ghast stench and non-magical disease (including parasitic infestation).

You are resistant/immune to non-magical spores, mould and fungus, and sometimes allow them to grow on you.

You are subject to the Hunger and the Fading (turning feral if you succumb).

You will rise as an undead ghoul after death (unless proper rites carried out).

Wounds from your natural attacks (claw/claw/bite, and possibly hoofs and/or horns) are infected with Ghoul Fever and/or Grave Rot, but rigorous hygienic practices can temporarily restrain this (if it suits you).

*If not immune to horror checks, you at least save with advantage/bonus.

Being a Feral Ghoul:

You are a monster NPC. You exist only to satisfy your Hunger.

Your inner and exterior experience could be at odds with one another, maybe in grandiose delusions of chivalric/courtly adventures, or fantasies of laconic/stoic heroism in a dead world surrounded by monsters, while really you writhe and scrabble in the earth and bolt down reeking gobbets of rancid human flesh.

You always attack the living without fear (but are still subject to Morale; and at -2 vs. fire and/or bright light).

Unless commanded, you will stop fighting to feast on any fresh kills 1-3 on d6 each combat round.  Anything they feed on is infected with corpse-eating sickness.

If you cannot satisfy the Hunger, you lose d6 hit points per week and do not heal naturally.

You will rise as an undead Ghoul after death.

Being an Undead Ghoul:

You are as detailed in the basic setting/system bestiary, seasoned to taste. You are a monster NPC.

You are feral by default. This is only reversible under special conditions.

You do not suffer damage/Ability Score loss from the Hunger or the Fading; you are past all that now. You want (more than anything) to eat intelligent beings, but your suffering if you don't is non-mechanical.

*As convention dictates d4 days to pass before you rise again, a shorter death state could mean more retention of intellect and not automatically going feral on becoming undead (especially for full Ghouls). Undead played this way would be subject to the Hunger and the Fading - some describe/venerate these as Pureblood/Purestrain Ghouls.

The Hunger.

Primary characteristic of the Ghoul. Salient indicator of metamorphosis in Ghoulkin.

Your overall nutritional needs are reduced to 20-50% of what you needed before, but you need to eat at least one meal from the body of an intelligent being per week/ 7 days, or be subject to the Fading.

It can be suppressed, presumably to delay or resist metamorphosis in those that view it as an Affliction. To satisfy it is to become a Ghoul.

If you die Hungry (or merely suppressed), before your final metamorphosis, then +24% chance to rise as an undead ghoul.

Your levels of satiation are otherwise unaffected, and you need not dine exclusively on corpses.

The Hunger has an instinctive component, directing you to the correct diet through a variety of changes in appetite, intensity of sensory experience, intrusive thoughts, involuntary clutching and snapping.

Your requirements can also be learned through research and observation, parenting and tuition, trial and error, initiation.

*The amount of active ingredient needed to stave off the Fading is surprisingly small, and does not seem to be affected by the freshness (or otherwise) of the cadaver. Ghouls lack the motivation to test this empirically, but Ghoulkin (also, Necromancers and Plague Doctors) might. 

The Fading.

For each day beyond a week/ 7 days you cannot satisfy the Hunger, lose 1 Charisma, Intelligence and Wisdom until your Intelligence falls to 7 or lower. You then need a feat of willpower each day to resist going feral.

If you do not go feral with d8 days, you need a heroic feat of willpower; within another d4 days, a superheroic feat of willpower. Thereafter, auto-feral.

You can also just give in to it.

You suffer d6 hp damage per week you are Fading (until you turn feral). If this kills you, you will rise as an undead ghoul.

No Ability Score can be taken below 5 by the Fading, and points come back at 1 point per hour after successfully satisfying the Hunger.

However:

  • if you went feral you need an equivalent feat of willpower to the one you failed to start regaining your Ability Scores.
  • Undead ghouls (feral by default) can only get their points back under special conditions, not by a spontaneous feat of willpower.

*17+ Intelligence (Genius) meals might help. It’s rare enough amongst Normal Humans, if not Player Characters.

Corpse-eating Sickness and Ghoul Fever.

The two non-magical diseases are very similar in effect.

Because of British Beef, or just ACAB?
(The Monster Club, 1981)

You are exposed to the sickness by eating corpses generally, infected corpses specifically, and specific parts of the corpses even more. As long as you keep doing it, you’re not going to get better. Unfortunately, once contracted, it’s addictive. Makes you giggle and grin inappropriately. Interval of progression: 1 week.

You are exposed to the fever by contact with Ghouls, with the level of risk/virulence increasing on a scale from looting a crypt-lair, through close association (e.g. adventuring, necromancy, life-drawing/modelling, romance, tutelage), to being bitten and mauled almost to death. Makes you drool and snarl-snuffle-twitch. Interval of progression: 1 day.

Following exposure/incubation, you lose d3 Constitution and d3 Dexterity (plus d6 non-lethal damage) each interval you fail a save/Recovery Roll. If you die, +48% of rising as an undead ghoul.

If Dexterity hits 0 before Constitution, you spontaneously recover but you are now Ghoulkin (or suffer the Hunger, if you prefer to speed things along).

If you recover naturally (no magic), you are now 5% likely to rise as an undead ghoul after death.

The corpse of anyone who dies from the Corpse-Eating Sickness or Ghoul Fever carries the Corpse-eating Sickness.

The Corpse-eating Sickness can affect and be carried by animals, but concentrates best in intelligent humanoids.

Grave Rot.

Also known as limbdeath, Grave Rot is a non-magical bacterial wound infection (cf. botulinum, tetanus).

Narratively or randomly determine which body-part has been affected, as granular as you like but at least covering sword arm, shield arm, leg(s), torso/full body, head.

Standard penalties (e.g. Armour Class, attack, movement, spell-casting) apply to limbs out of action. Torso renders you helpless but conscious (risk of asphyxia on crit. fail); head stops you verbalising out loud (blindness and/or risk of asphyxia on crit. fail).

If not treated properly/promptly (or each failed Recovery Roll if not healed), it can spread to adjacent body-parts.

Incubation/onset can be at the next rest period, or within d12 hours (either can be the interval of progression).

If you survive 3 or more interval periods of Grave Rot without being healed or recovering, you develop Ghoul Fever (or the Hunger, becoming Ghoulkin, if you prefer to speed things along).

If you die of Grave Rot, you are +24% likely to rise as an undead ghoul after death; if you recover without magic, 5%.

The corpse of anyone who dies from Grave Rot carries the Corpse-eating sickness.

What is Ghoul Paralysis?

How long does Ghoul Paralysis last? Just the rest of your life.
A very wet undead ghoul. Russ Nicholson/ 1982/ The Warlock of Firetop Mountain.

For purposes of this post, it’s the mythologising of Grave Rot infection, and elves are no more or less immune to it than they are to other diseases.

It’s been glossed as the mortal fear of death, so long-lived elves (and faerie-folk) are immune (Tall Tales of the Wee Folk, but elsewhere too, I’m sure).

Or the ghoul being suffused with negative/necrotic energy, and elves being suffused with positive/radiant (Gygax, I think – but then why aren’t elves immune to other undead special abilities, eh, Gary?).

Or a type of glamour that paralyzes through suggestion and enchantment (Baur, 1989). A bit close to ‘a wizard did it’. Further suggestive of kinship with fey-folk and genies.

Undead ghouls still paralyse by touch, RAW, and Elves and Ghouls both are immune.

Host-kin.

The Monster Club (1981).

Humans – several commentators believe that Ghouls cannot be found where humans are not found (Gillman, 1984) (Petersen, 1988 & 2015)

Anything that can be half- with a Human. Elves, for example; Orcs, too. Vulcans and Klingons. 

Other types of Pseudo-Undead. 

From a host-kin perspective (and that of some Ghoulkin, and even Ghouls), Ghoulishness is mainly an Affliction.

But recall that ‘host’ has positive and negative connotations.

A Ghoul population is always within reach of a (potential) host-kin population, even if the latter is utterly ignorant of the former (and the reach can be trans-dimensional, rather than physical distance). This is mostly about nutrition, not reproduction or society. 

*Counterintuitively, beings that have more things in common with Ghouls already, or are often reasonably mistaken for Ghouls, are less likely to be host-kin. Presumably, an element of transgression is necessary for Ghoulkin-Ghoul continuity that can be overwritten by existing cultural norms.

*Sentience/sapience and humanoid morphology need not be limiting factors, but when we talk about Ghouls and their host-kin, we usually mean intelligent humanoids (any level of cultural/technological sophistication).

Lifespan.

If you have Ghoul parents (or sometimes a concentration of Ghoul ancestors), you can expect to live 251-325 years.

If Ghoul-born and Ghoul-raised, you become a Young Adult at 12-15 and remain in this age category until 41 (Mature; same categories as AD&D 1e half-elf).

Some describe/venerate these as Pureblood/Purestrain Ghouls.

If raised by host-kin, you age as they do, until you metamorphosise; then you move to the new Mature category.

All other Ghoul-kin can expect to live 145-199 years. They age as their host-kin until metamorphosis, at which point they start again as Mature (same categories as AD&D 1e halfling).

Lifespans can be extended through dietary vigilance and spending time on other planes.

It is possible for Ghoul-kin to age and die as their host-kin without ever metamorphosising, with a 5% chance of rising as an undead ghoul. Their presence in the lineage still contributes to Ghoul-ancestry.

John Bolton/ The Monster Club (1981)
All monsters can breed with all others (and humans, there at the bottom).

Ghoulkin.

Anyone with the potential to become a Ghoul, who has not been born to and raised as a Ghoul.

Includes Ghoul-born changelings. Start out monstrous to behold, but quickly grow into the characteristics of the host-kin (even taking on family resemblance) until it may even be forgotten that they were anything other than an ugly or sickly babe. 

Host-kin raised by Ghouls pass as their birth-kind (at least, once they are bathed, groomed and dressed again), even up until they metamorphosise.

Ghoul-descendants in the host-kin pass Ghoul potential, without diminution, down through the generations. There may be no Ghouls at all in a generation, just one or two weird cousins, or an entire branch of the family might lope off into the darkness.

Ghoulkin do not automatically know what they are, or even the existence of Ghouls. 

Most Ghoulkin pass as host-kin, physically, narratively, and mechanically.

There’s no sure way of detecting/identifying Ghoulkin (beyond the Hunger). Certainly not behavioural analysis/observation, considering the parameters of host-kin aberrance/abhorrence (and existence of Necromancers), and maybe not even with contemporary genetic testing.

However, some markers of Ghoulishness include:

  • Punishments and Handicaps: Physical Deformity, Bodily Affliction, Insanity and Madness, Unholy Compulsion (The Complete Book of Necromancers, 2e AD&D).
  • Black Wizard Malevolent Effects (Lankhmar: City of Adventure, AD&D, either edition).
  • Disabilities for Daemonologists, Evil/Chaotic Wizards, and Necromancers (Warhammer Fantasy Roleplay - and Zweihander, presumably).

*If it's useful to you, like you're building background using a family tree: flat 10% chance a Ghoulkin will never manifest Ghoulish features until the Hunger, and 10% chance that they never metamorphosise.

Alignment tends to Evil, because habits and sub-culture are set against the host-kin (which they ultimately deceive and prey on), rather than high-fantasy moral absolutism.

Psychologically and morally, you are in many ways very different to the Ghoul you could become.

Becoming a Ghoul: Narratively, metamorphosis occurs as drama/plot demands, or in the Mature age category of the host-kin (the Innsmouth Look in Deep One Hybrids as a model).

Mechanically, you can just use Ravenloft Dark Powers Checks whenever the Ghoulkin does something suitably ghoulish. You can make metamorphosis advance in stages, or have it so three consecutive pass/fails and/or six total triggers the Hunger.

Exposure to the Corpse-eating Sickness, Ghoul Fever and Grave Rot can help things along, adding percentiles as you see fit. These diseases only seemingly kill the Ghoulkin, instead triggering metamorphosis (possibly involving live internment trauma/ecstasy).

Percentiles can also be boosted by intention, association and location. Don't interpret these numbers as representing how this plays out in the wider world (unless that's the setting background), they're just for the characters and events in the spotlight.

Metamorphosis can be as leisurely as d4 days or as immediate as not even losing Initiative when it happens. Whether it’s painful or elevating depends on what vampire and lycanthrope fiction you’ve consumed recently.

Metamorphosis allows a soft-reset of the character (alignment change, affliction removal, lasting wound recovery), or may simply be a milestone passed. Some Ghouls are utterly innocent of their previous lives and identities. Others are tortured by their past/future and seek atonement/recovery; others double-down on being a creature of havoc.

*Paladins can be Ghoulkin, or of Ghoul ancestry without it affecting their Paladinhood/class abilities - as long as they don't break their Lawful Good alignment restriction. 

The Hunger (behaviour) and the Fading (ability score loss) present obstacles to achieving and maintaining Paladin status, but it's conceivable a Ghoulish Paladin could maintain themselves on rigid ascetism and licking saintly relics. 

Also, consider an un-metamorphosised Ghoulkin Paladin rising as an undead ghoul after death.

*Ghoul Venom.

Sometimes known as sperm or spore, Ghoul Venom is a type of weird life seeded throughout the mortal sphere, and it is from this that Ghouls arise.

In its most primal form it is little more than data, or thermo-electrical/chemo-electrical processes, allowing it to exist as a biological agent (when bonded to cellular life) or as a cognitohazard.

It is unintelligent, but only in the way our genes are; it is otherwise a hardy, capable, adaptable and overall opportunistic mechanism for its own reproduction.

It’s not quite in everything, but it’s not as far from our normal experience as we think.

That is why Ghouls can come about by sex, violence, diet, social behaviour, consuming cursed/forbidden media, thinking horrid thoughts, spawning vats, transplants/vivisection, the various necrotic vices, and just by studying them.

*The Mythos conceit that, via Yogash, Ghouls descend through Cthulhu and thence from Yog-Sothoth and Shub-Niggurath is mere mortal comprehension of unfathomable principles underlying the fecundity and variety of the exotic universe.

*Also in a Mythos vein, Ghoul Venom as a construct or by-product of Elder Thing bio-tech. The Shoggoth lurking in our base-pairs, Humans and Ghouls intertwined in the double helix.

*Monsters Aren’t Real, and Dimensional Shamblers are a Type of Ghoul.

Not just paramortals, but ultraterrestrials.

Ghouls are familiar with the thin places, slipping easily between the mortal sphere and the realms of the dead and of dreams. As such, are they even native to our reality?

When a Ghoul approaches a thin place or is in a window area, it might:

  • adjust its vibrational frequency, appearing as if affected by a blur spell, and shift to another dimension after d4 rounds;
  • reconfigure its coordinates in mundane space-time, as if affected by a duo-dimension spell (any clone/edition/system) and pass through the thinnest of spaces includes shifting to another dimension (where they are already 25% materialised, rather than on the Astral Plane, per the spell) after d4 rounds;
  • gently fade out of phase, as if affected by a BECMI/Spectral Hound bite, fully shifting to the other plane in 24 hours. *The Ghoul gradually appears on the other plane in equal opposition to the process on this one.  

*Special Characters.

Use any monster from the basic Tribal Humanoid Threat Hierarchy to determine HD/rank equivalent of special characters in a Ghoul lair.

Swap any shared-lair monsters (e.g. ogres, trolls, thouls*) for Ghasts, or any of the monsters with an affinity with ghouls.

Females and young are not non-combatant.

As well as tribal spellcasters (shaman/witch-doctors), there can also be high priests with sub-clerics.

*For larger, older Ghoul nests, use whatever the equivalent scale is for the Underdark demi-human/humanoid civilisations to determine population distribution and special characters (including re-skinned savants and students, cleric/assassins, whips, monitors).

Weapons and armour don’t matter (Ghouls have a notoriously non-material culture), but they have no global taboo vs. literacy or item use, and they’re as magic-ready as elves.

*Space Ghouls of the Future.

Ghouls are unaffected by the effects of radiation, bad air,and low/no gravity; they have d4 rounds grace when exposed to hard vacuum. Long enough to swarm across the hull.

Ghoulkin respond to these environments as their host-kin (though have advantage/bonus vs. stenches).

Undead ghouls are (un)affected as any other undead monster would be.

Ghouls, undead or otherwise, can accumulate and transmit radioactivity. Atomic horror mutations to taste.

Alan Aldridge (c. 1967).
Pickman's Model ('Ghoul Feeding') variations crop up in isolation from the story itself, with all kinds of shapes, sizes and adornments - and that itself is a literary variation on Goya's Saturn Devouring His Son.


Commentary.

There are Ghouls and Ghoulkin all around us, but not every grave-robbing serial-killing necrophiliac cannibal is a Ghoul or even Ghoulkin - some people are just awful/evil. Though they are increasing their risk factors.

Do not ignore The Monster Club (1981), where Ghouls are one of three primary teratotypes. It's all a bit silly, but there's food for thought.

Lovecraft’s The Outsider, The Rats in the Walls, Pickman’s Model and The Dream Quest of Unknown Kadath are basic key texts. The four stories suggest multiple interpretations/factions of ghoul.

The Hound touches on other types of ghoul, mention of a corpse-eating cult and even possibly the titular Thing. And, retrospectively, our narrator and companion. 

See also And His Mouth Will Taste of Wormwood (vampire story though it is), and remind yourself that the path to sexy vampires (Rare; Vampyres are Very Rare) winds through ghoul country (Uncommon). Ghouls can be surprisingly equitable, sympathetic and welcoming.

Or they will play with their food before eating. Just because we shouldn't judge them solely on their reputation, doesn't mean they haven't earned it.

The Deep Ones suggest a model for infiltration/assimilation within host-kin populations (which leads to Genestealers as another model, especially the sweet-spot when they were evolving from Pseudo-Xenomorphs into something else), though Ghouls are less compulsive and systematic about it.

Gygax states the ghoul is Lovecraft-inspired, but the one that appears in Chainmail and its descendants seems closer to the Living Dead of the eponymous Night: they spawn from their kills (what they don’t eat).

Wolfgang Baur's The Ecology of the Ghoul (Dragon 252) and Kingdom of the Ghouls (Dungeon 70). I missed them first time round, and it looks like some of this made it into canon/later editions. Not really my bag, but interesting. Irreversible hair-loss leading to wigs should have become an exaggerated cultural feature (c.f. the Crimson Court from Darkest Dungeon).

I initially assumed ghoul paralysis had its roots in Lovecraft, but there it wasn't when I first read the Call of Cthulhu monster section (and later the complete fiction). And, at first glance, I was intrigued that their bite inflicted 'Worry'.

The Fallout and Tokyo Ghouls, and the Flesh Eater Courts, have all encroached on the Ghoul Venn, the mythological ghoul (like the folkloric werewolf and vampire) further buried by new media descendants.

Ghoul-Christ(ians) instead of Zombie-Christ(ians).

I have not yet read Brian McNaughton’s Throne of Bones and I am genuinely surprised that this had not crossed my path.

In my headcanon, the Ghouls, Tcho-Tchos, and the various Men of Leng are all on the same continuum.

My oldest conscious treatment of ghouls as cultured undead had them as having human intelligence and a casual allegiance to Nyarlathotep, with bricollaged idols - a smoking cauldron perched on a tripod. 

The corpse-eating sickness unambiguously draws on my pre-occupation with the Mad Cow Disease scare (#BOSR), and at the time extensive reading around cannibalism (anthropological and mythological).

Ghouls are one of my favourites, and lots got left out. 

I haven't forgotten about (Pseudo-) Ghasts.


 

 


Friday, March 6, 2026

Resurrecting the PSEUDO-UNDEAD - Part Two: Vampires and Zombies.

The Omega Man (1971).

Base monster is the Normal Human.

Pseudo-Vampires and -Zombies are variants of their prototype, another way of representing the monster, rather than a reimagining or a mimic.

The Pseudo-Vampire has existed as long as science, and then science-fiction (Richard Matheson's I Am Legend in 1954 and adaptations prior to 2007 are key texts here), has tried to explain them. 

The Pseudo-Zombie is the zombie as popularised/portrayed by The Serpent and the Rainbow, and/or White Zombie (1932) - zombification of the living, rather than the reanimation of the dead (despite the theatre, and any claims made).

*For extra-optional.

Pseudo-Vampires.

Pseudo-Vampires are Afflicted: infection/infectious (tainted blood or soil; animal bite; even a magical curse) or hereditary ("short-bowel syndrome" from In the Drift; haemophilia in European royal families; even a magical curse). 

There is no hard line between the types, so a hereditary Pseudo-Vampire could engender a new one through their bite, and that one could go on to have Pseudo-Vampire babies. Muddled or separated; a world-building choice. There's even room for Bloodlines.

The level of Affliction varies, strain to strain, individual to individual, but adds up to something like d3 stages each of Allergy (to silver and/or garlic), Nocturnal/Heliophobic, and Weakness/ Fatigue or Stat Damage (if they fail to consume enough blood, or enough human blood).

The degree of Affliction might be static in the individual/strain, or become more intense over time/ down the generations. 

They have none of the special abilities associated with undead vampires. Some minor special abilities could derive from but by no means balance-out their Afflictions (e.g. allergy to garlic might be because of a heightened sense of smell; being blinded in sunlight might give improved low-light vision).

Pseudo-Skeletons and Pseudo-Poltergeists regard them as another sort of 'Mud Men', if they know about them at all. Pseudo-Undead is a convenience category, not a polity.

Normal Humans regard them superstitiously, as being monstrous predators/ suitable scapegoats. As well as the characteristics of their Affliction, Pseudo-Vampires can have none or any/many of the distinctive features associated with vampires.

Even in a society that tolerates their existence, they might be despised outcasts (compare with the ab-dead of High Cromlech on Bas-Lag).

Further Elaboration.


*Aging.

As long as they maintain a diet of (human) blood and/or nocturnal/subterranean existence, Pseudo-Vampires can have extended lifespans (e.g. +10% per age band, per 1e AD&D aging rules). 

They can also have 'eternal youth': they remain the same age as when they were Afflicted (or as determined by the details of their Affliction). Their lifespan is not extended, and they revert to their real age on death or being unable to maintain a diet of (human) blood.

Or, they could have a Cadaverous Appearance, which is either abated or intensified by drinking blood.

*Blood Diet.

A diet of animal blood will sustain a Pseudo-Vampire, but their rate of natural healing is 10% of normal if they do not regularly supplement/replace it with human blood.

Human blood could be intoxicating to a Pseudo-Vampire. Narrative/mechanical effects as a dose of any of the following: sleeping draught, soma, cordial, cough medicine, emboldening vapours (smelling salts), aphrodisiac, emboldening vapours (stimulant), philtre.

If their Affliction includes "short-bowel syndrome", any food other than blood, milk and raw eggs is either emetic or purgative (same source as intoxicants).

*Renfields.

Pseudo-Vampires have disadvantage/penalty or auto-fail on saves vs. Vampire charm.

Or are subject to BECMI undead Liege-Pawn control by Vampires, if not other sapient undead.

They may also act as willing familiars to Vampires on the promise of conversion to full Vampire status.


Pseudo-Zombies.

Pseudo-Zombies are Afflicted: cursed, drugged, hypnotised, infected. 

The Affliction is like being under a permanent feign death/feign undead spell. The effect can be magical or non-magical - this is still a fantasy game/world, isn't it?

The initial Affliction can take effect instantaneously, or up to d3 days later, at which point the character falls into a cataleptic state.

They remain in this state, indistinguishable from death, for max. 2d4 days, or until the Afflicter (if it was deliberate) calls/comes for them, at which point they rise as a Pseudo-Zombie.

The original character can hear, smell and understand what is going on around them, but cannot act on this information: they are locked away, becoming a monster NPC. 

Common characteristics of the Pseudo-Zombie:

  • Actions, attacks, movement and Hit Dice as a regular Zombie.
  • Damage by weapon or d2 per unarmed blow; can grapple and strangle.
  • Ability Scores as follows: Dexterity 6, Intelligence 3, Wisdom 3, Charisma 3.
  • Feels no pain: halve all non-lethal damage.
  • Feels no emotion: Morale 12; no chance of going berserk; unaffected by non-magical fear etc; advantage/bonus vs. magical fear etc.
  • 75% chance of being mistaken for undead by other undead (mindless undead will not attack unless commanded; sapient undead, initial reaction is indifferent/neutral).
  • Aging, bleeding (but not blood-drain), hunger/fatigue, natural healing and air/oxygen consumption at 10% the normal rate.
    • Likewise, poison/venom takes x10 longer/ is only 10% effective (needs interpretation at the table for system variations).

Pseudo-Zombies have limited capacity for independence and most can be given only simple, single-phrase commands (2e). They do as they're told, to the best of their limited abilities. Could just about fire a hand-gun.

Pseudo-Zombies are usually mute or incomprehensible. Moans, groans, maybe a growl.

*Some are so broken by their Affliction that they must even be commanded to eat and drink (10% chance).

*11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies (2e Ju-ju Zombie). Not very imaginative or spontaneous. Could (re)load a hand-gun; could make a head-shot (or a knee-capping).

Recovery.

It is possible to recover from zombification by removing the Affliction. This could be as simple and traditional as cure disease, neutralise poison or remove curse.

The Affliction could be durational or conditional, and/or might need replenishing or reinforcing periodically. 

There may be a period of convalescence or lasting effects following recovery.

*A Pseudo-Zombie can attempt a heroic feat of willpower each day to allow them up to d3 rounds of free-will/lucidity. This could even allow them to untether their astral body/soul, allowing a level of freedom while the empty flesh remains enslaved.

He's undead, I know, but Simon Garth (esp. set against/alongside Marvel Zombies) is pretty close to what I had in mind.
Boris Vallejo (1973) 

Further Elaboration.


*Activity Cycle.

When the Pseudo-Zombie is inactive (at rest), it is indistinguishable from dead (as for feign death). 

All processes noted above as reduced to 10% are reduced to 1% of normal, if you want that level of book-keeping.

Based on the 24-hour day, activity cycles can be randomised (e.g. 4d4 hours active vs. 2d4 inactive; 3d6 vs. d6; 2d8 vs. d8; d12 vs. d12), or could be a simple division, or marches/watches.

Pseudo-Zombies do not need the same level of rest and nutrition as a Normal Human, but they do need some. However, their master's command can override even this rudimentary self care, up to working them to death.

*Awakened/Thinking Zombies.

A bit of a misnomer.

As above, 11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies.

This is the only clue that this one is any different.

The Pseudo-Zombie retains its knowledge, languages, memories and non-magical special abilities, and an Intelligence of 5-7. It can talk if commanded to, but will not start or carry a conversation. Dexterity 8.

The Awakened/Thinking Pseudo-Zombie is no more or less able to act independently than any other of its kind. Of course, if it was to gain some measure of independence, who knows? 

*Infestation.

15% chance the Pseudo-Zombie host d6 Rot Grubs, which do not find them to be worth eating - some tainting quality of the Affliction. They will be seeking a better host/meal.

It does not have to be Rot Grubs, any sufficiently small monster (pest or otherwise) could be suitable. In general, the infestation does not harm or inconvenience the Pseudo-Zombie.

The flexibility of what the Pseudo-Zombie Affliction is allows for it to be some kind of parasite of itself (cf. Brain Seed, Yellow Musk Creeper, Sea Spawn Minion).

*Sense of Smell.

16% chance of losing sense of smell when Afflicted.

A like chance that the loss is permanent if/once the Pseudo-Zombie recovers.

*Soul Jar.

The Pseudo-Zombie's original essence is kept imprisoned somewhere, usually in a specially prepared object, to secure control over the individual or just because it is a necessary part of the process.

Seizing the soul jar could allow you to seize control of the Pseudo-Zombie, or to magically/psychically attack the zombie master.

Destroying a soul jar does not necessarily free the Pseudo-Zombie; it may in fact doom them, or leave the soul untethered, lost and vulnerable.

*Zombie Masters.

Pseudo-Zombies can be controlled as per the BECMI undead Liege-Pawn system, with the Liege being either the one who placed the Affliction, or any sufficiently powerful and motivated sapient undead.

If the Pseudo-Zombies are Pawns of an undead (or demonic/diabolic) Liege, then they can be Turned (but not Destroyed/Dissolved).

Commentary.

Pseudo-Vampires get the most elaboration in the original MM2 entry, referencing bandits and Pseudo-Vampires interbreeding, with the possibility of other mixes with other Man-Types. I think this suggests that they were the original idea for what became the monster-type, the other varieties being extrapolated.

And Pseudo-Vampires turn up now and again in adventures, but as people pretending to be vampires rather than a named, separate monster. Strahd von Zarovich (at least in 2e Ravenloft boxed set) would pretend he was a half-elf to explain his pointy ears, so half-elves could vice versa.

Vampire with the undead tag removed, the Ravenloft Vampyre is a descendant of the 1e Pseudo-Vampire - though it doesn't look like they can or want to breed with humans. Double-Gotcha if you start mixing them in amongst the Vampires and the Pseudo-Vampires (and half-elf Goths), plus confusion on which is which because of pronunciation.

I've tried to keep the Pseudo-Zombie culturally neutral; avoided typing bokor, houngan, Haiti, and/or voodoo. But you know that's the well I'm drawing from.

In a magical world, it's likely simpler and cheaper to just animate dead to get you some zombies (and these Pseudo-Zombies come with a lot of mechanical baggage), but I like that there should be options for all levels of magic and pseudo-historical periods.

I don't know what zombies are like in the Chronicles/World of Darkness line, but I think the Pseudo-Zombie (esp. with untethered astral body/soul) might make for an interesting/angsty character to play.

The Whisperers from The Walking Dead were another possible direction to take. In fantasy dress, they'd be a necromantic Druid-Ranger culture, with zombie-leather armour and lich-bone knives. Something to think about, anyway.