D20 Modern - Evil Dead PDF
D20 Modern - Evil Dead PDF
D20 Modern - Evil Dead PDF
Dead
Swallow This!
By Michael Tresca
D20 System and D&D is a trademark of Wizards of the Coast, Inc.. All original Evil Dead images and
logos are copyright of their respected companies: Evil Dead 1982 Newline Cinema/Renaissance
Pictures; Evil Dead 2 - Dead By Dawn 1987 Renaissance Pictures; Army of Darkness 1993 Universal
Pictures [aka MCA/Universal Pictures] / Dino de Laurentis. All Rights Reserved. Trademarks and copyrights
are cited in this document without permission. This usage is not meant in any way to challenge the rightful
ownership of said trademarks/copyrights. All copyrights are acknowledged and remain the property of the
owners. This game is for entertainment only. This document utilizes the Evil Dead font.
Table of Contents
Table of Contents ........................................................................................................................................3
Introduction..................................................................................................................................................6
Summary...................................................................................................................................................6
Campaign in Brief ....................................................................................................................................6
The Role of the Heroes............................................................................................................................6
Timeline ....................................................................................................................................................9
Professions ................................................................................................................................................10
S-Mart Employee....................................................................................................................................10
Wolverine Scout.....................................................................................................................................10
Skills ...........................................................................................................................................................11
Craft (chemical) (Int) ..............................................................................................................................11
Craft (pharmaceutical) (Int)...................................................................................................................11
Survival (Wis) .........................................................................................................................................11
Treat Injury (Wis)....................................................................................................................................11
Feats ...........................................................................................................................................................12
Gimme Some Sugar [General] ..............................................................................................................12
Groovy [General]....................................................................................................................................12
Hail to the King [General]......................................................................................................................12
Housewares [General] ...........................................................................................................................12
Slapstick [General] ................................................................................................................................12
Swallow This [General]..........................................................................................................................12
This Is My Boomstick [General] ...........................................................................................................12
Equipment ..................................................................................................................................................14
Buzzsaw ..................................................................................................................................................14
Chain saw ...............................................................................................................................................14
Chain saw, Demon .................................................................................................................................14
Handgun .................................................................................................................................................14
Handgun, Nail.........................................................................................................................................14
Hatchet ....................................................................................................................................................14
Knife ........................................................................................................................................................15
Pistol Whip .............................................................................................................................................15
Rifle Butt .................................................................................................................................................15
Rifle, Spike..............................................................................................................................................15
Rifle, Winchester 94...............................................................................................................................15
Shotgun, Remington 700 ......................................................................................................................15
Shotgun, Rock-Salt................................................................................................................................15
Evil Dead: Swallow This! - 3
Spells ..........................................................................................................................................................16
Awaken Kandarian.................................................................................................................................16
Create Time Drops .................................................................................................................................16
Greater Dispel Evil .................................................................................................................................16
Lesser Awaken Kandarian ....................................................................................................................16
Manifest the Flesh..................................................................................................................................17
Time/Space Rift ......................................................................................................................................17
Madness .....................................................................................................................................................18
MADNESS TRIGGERS ...........................................................................................................................18
MADNESS CHECK .................................................................................................................................18
Time Travel.................................................................................................................................................20
Parallel Universe ....................................................................................................................................20
Unified Time stream...............................................................................................................................20
How It Works ..........................................................................................................................................20
Suggested Products ..............................................................................................................................20
FX Items......................................................................................................................................................21
Boomstick...............................................................................................................................................21
Buzz.........................................................................................................................................................21
Morturom Demonto................................................................................................................................21
Necronomicon Ex Mortis ......................................................................................................................21
Scimitar of Sacrifice ..............................................................................................................................21
Monsters.....................................................................................................................................................22
Deadite Harpy.........................................................................................................................................22
Deadite Pig .............................................................................................................................................23
Deadite Skeleton ....................................................................................................................................24
Deadite Skullbat .....................................................................................................................................25
Deadite Tree ...........................................................................................................................................26
Deadite Twin...........................................................................................................................................27
Deadite Zombie ......................................................................................................................................28
Kandarian ...............................................................................................................................................29
Legless Deadite......................................................................................................................................30
Nether-Beast Familiar............................................................................................................................31
Possessed Limb.....................................................................................................................................32
Possessed Object ..................................................................................................................................33
Links ...........................................................................................................................................................35
Books ......................................................................................................................................................35
DVDs........................................................................................................................................................35
Games .....................................................................................................................................................35
Music .......................................................................................................................................................35
4 - Evil Dead: Swallow This!
Web..........................................................................................................................................................35
About the Author .......................................................................................................................................36
Michael Tresca .......................................................................................................................................36
Other Works by Michael Tresca...............................................................................................................37
Open Gaming License Version 1.0a ........................................................................................................38
Open Game Content..................................................................................................................................39
Introduction
"Legend has it that it was written by the Dark Ones. Necronomicon ex Mortis, roughly translated,
"Book of the Dead". The book served as a passageway to the evil worlds beyond. It was written long ago.
When the seas ran red with blood. It was this blood that was used to ink the book. In the year 1300 AD,
the book disappeared."
Professor Knowby, Evil Dead II
Summary
Modern heroes battle the forces of the
damned across time.
Campaign in Brief
This campaign is a D20 Modern and Fantasy
supplement. It requires use of the d20 Modern
book to play but relies heavily on the d20
Fantasy rules as well.
It's the 1990s and the Book of the Dead has
just become the New York Time's bestseller.
Oprah recommends it. Of course, Oprah's a
deadite twin, but she was on TV long enough to
tell the gullible masses about how great a book
about sacrificing people to demons is. And of
course, said gullible masses lap it up like the
tripe-reading sheep they are.
One reading of the book caused mass havoc
at Knowby's cabin and left several people dead.
Imagine kids and adults everywhere reading the
book out loud and opening portals to hell all
across the globe.
The heroes have their work cut out for them
and a variety of implements to cut with, including
knives, axes, and chainsaws. Reality is a living
hell literally. But there's a catch.
The book has been used to summon
demons, but it's also been used to send them
back. If the PCs can just discover the right spell
to send them backwards in time from the original
book, they might have a chance to stop the
madness before it starts.
Department 7
Part of the appeal of Evil Dead is that it's
protagonist is a regular Joe who has just had
enough. He's not specially trained and he uses
only the stuff within arm's reach to deal with the
worst Hell has to offer. You've gotta love Ash.
But if the world was going to Hell in a
handbasket as a result of Ash's bungling, you
better believe Department 7 would be out in full
force. PCs could play Department 7 agents
dispatched to deal with more and more frequent
outbreaks of deadite zombies, skeletons, and
twins. And hell, maybe even a deadite pig or
two.
Theme
Evil Dead: Swallow This! is a frenetic, actionpacked battle with the forces of evil that never
lets up. An Evil Dead campaign can be darkly
terrifying, as demons taunts the heroes, threaten
their loved ones, and possess everything from
their pets to their own body parts. Evil never lets
up it keeps coming and coming and coming
until somebody drops.
Evil Dead is disgusting. These are demons
we're talking about. Eyeballs fly, guts spew,
blood gushes, and heads explode. People get
their eyes smashed in, hands chopped off, and
throats slashed. Evil Dead has a high body
count.
But Evil Dead has another side. Evil Dead
doesn't take itself too seriously. How could
anyone take the forces of Hell seriously when
they cackle with glee, chortle evilly, and scream
dire threats like, "I'll swallow your soul!"
Evil Dead is the logical extension of the
horror movies of the 70s. In the 70s, the slow,
shambling zombies and the demonic possession
of loved ones by unclean forces horrified people.
In the 80s, people fight back with everything
they have at their disposal, from drills to axes to
shotguns to chainsaws. Part action, part
comedy, part horror, an Evil Dead campaign is
an insane mishmash of all three.
Background
It all began when Professor Raymond
Knowby and his wife Henrietta rented a small
cabin in the woods where he could concentrate
on translating the Book of the Dead, an ancient
demonic text hed excavated in the ruins of
Kandar earlier that year. He recorded aloud the
phonetic translations of awaken Kandarian
spells, and by doing so unwittingly unleashed an
that. One kid tries the ritual out, then all the kids
are doing it, and pretty soon, deadites are
everywhere.
That's where the heroes come in.
Timeline
Professi
ssions
"Name's Ash. Housewares"
- Ash, Army of Darkness
S-Mart Employee
Wolverine Scout
Skills
"The first thing any good Wolverine must learn is how to subsist in the wild under less than favorable
conditions. A wilderness explorer must be prepared to identify a wide range of vegetation that he will be
able to eat, thus maintaining the health and stamina required to survive any number of obstacles Mother
Nature might send his way."
- Wolverine Guide Book, Evil Dead: Hail to the King
Survival (Wis)
Craft (pharmaceutical)
(Int)
Convert Mushroom (DC 15): With a
successful check and a medical kit, you can turn
mushrooms into healing aids. The Treat Injury
skill can be used repeatedly on any recipient,
once per mushroom. Every Wolverine Scout
knows this trick.
Feats
"Don't touch that please, your primitive intellect wouldn't understand things with alloys and
compositions and things withmolecular structures."
-- Ash to Sheila, Army of Darkness
Groovy [General]
You are able to perform calmly under
pressure.
Prerequisite: Iron Will.
Benefit: You receive a +4 competence bonus
to Concentration checks.
Housewares [General]
You manage to do things with mechanical
objects that no sane person should be able to
achieve. You can build mechanical prosthetics,
create explosives from detergent and spit, and
turn your car into a whirling death machine.
Slapstick [General]
You know all the dirty tricks to use in a
knock-down-drag out brawl. Whether it's
throwing dirt in an opponent's eyes, biting his
ear, yanking his hair, or kicking him in the
crotch, you'll do it.
Prerequisites: Combat Martial Arts, Base
attack bonus +1 or higher.
Benefit: Anytime you use the full attack
option in hand-to-hand combat with your fists or
during a grappling attack, you inflict an
additional 1d4 points of damage (real or
subdual, your choice). In addition, a victim of
dirty tricks must make a Fortitude roll equal to 10
plus the damage inflicted. If he fails, the victim
is at 4 to attack on his next action. This feat
only works against living creatures with
discernable anatomies.
This Is My Boomstick
[General]
You can impress primitive screwheads with
your shotgun by firing it into the air.
Prerequisites: Personal Firearms
Proficiency, Intimidate 9 ranks.
Equipment
"Alright you primitive screwheads, listen up! You see this? Thisis my BOOMSTICK! It's a 12 gauge
double barreled Remington, S-mart's top of the line...you can find this in the sporting goods
department...that's right, this sweet baby was made in Grand Rapids, Michigan, retails for about $109.95,
got a walnut stock, cobalt blue steel, and a hair trigger."
-- Ash to knights, Army of Darkness
Weapon
Buzz saw
Chain saw
Chain saw,
Demon
Handgun
Handgun, Nail
Hatchet
Knife
Pistol whip
Rifle butt
Rifle, Spike
Rifle, Winchester
94
Shotgun,
Remington 700
Shotgun, RockSalt
Damage
5d6
3d6
4d6
Critical
20
20
20
Type
Slashing
Slashing
Slashing
Range
ROF
Magazine
Size
Large
Large
Large
Weight
10 lb.
10 lb.
12 lb.
DC
17
9
18
2d6
3d6
1d6
1d4
1d4
1d6
3d10
2d10
20
20
20
1920
20
20
20
20
Ballistic
Ballistic
Slashing
Piercing
Bludgeoning
Bludgeoning
Ballistic
Ballistic
30 ft.
30 ft.
10 ft.
10 ft.
90 ft.
90 ft.
S
S
S
S
8 box
15 box
8 int.
6 int.
Tiny
Tiny
Small
Tiny
Small
Large
Large
Large
2 lb.
2 lb.
4 lb.
1 lb.
7 lb.
7 lb.
15
17
4
5
17
15
2d10
20
Ballistic
80 ft.
Single
5 int.
Large
8 lb.
17
3d10
20
Ballistic
80 ft.
Single
4 int.
Large
8 lb.
19
Buzzsaw
Handgun
Chain saw
Handgun, Nail
Hatchet
This light axe is a chopping tool that deals
slashing damage when employed as a weapon.
Remember, the only way to stop a deadite is to
dismember it. So make like Washington, pronto.
Knife
Rifle, Winchester 94
The Winchester Model 94 Big Bore is a leveraction rifle typical of big-bore hunting rifles found
around the world. Shotguns are more
impressive, but a big ole hunting rifle does the
job in a pinch.
Pistol Whip
Rifle Butt
Shotgun, Rock-Salt
Rifle, Spike
For the vindictive deadite hunter, a modified
rifle can fire spikes instead. These stick out of
corpses and tend to make them look like big,
bloody pincushions when you're done. Keep
them away from velour fabrics, the spikes tend
to tear. It requires a Craft (mechanical) check
(DC 17) to make a spike rifle.
Spells
"It deals with demons and demon resurrection and those forces, which roam the forest and dark
bowers of man's domain. The first few pages warn that these enduring creatures may lie dormant but are
never truly dead. They may be recalled to active life through the incantations presented in this book. It is
through recitation of these passages that the demons are given license to possess the living."
- Professor Knowby, Evil Dead
Awaken Kandarian
Conjuration (Calling) [Evil]
Level: Arcane 5
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 16 HD worth of summoned
outsiders, no two of which can be more than 30
ft. apart when they appear
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By casting this spell, the caster awakens an
evil outsider, weakening the barrier between Hell
and the mortal realm. The verbal component is
"Cunda astratta montose eargrets gutt nos
veratoos canda amantos canda." Casting this
spell increases the caster's Madness Rating by
6.
Familiarity
Transmutation
Level: Arcane 4
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 Ethereal being/level
Duration: 1 round/level (D)
Saving Throw: Will
Spell Resistance: Yes
Very familiar
Studied
carefully
Seen
casually
Viewed
once
Description
Time/Space Rift
Conjuration (Creation, Calling)
Level: Arcane 5
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cyclone 10 ft. wide at base, 30 ft. wide
at opening, and 30 ft. long
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates an unstable rift in time and
space. The time/space rift itself is a whirling
vortex oriented in the direction of the caster
when it comes into existence. It is a onedimensional window into time, and anyone or
anything that moves through is shunted instantly
to another part of the timestream.
While the time/space rift is in existence, all
flames are extinguished and all ranged attacks
are impossible (even with siege weapons), as
are Listen checks. Creatures who are Large size
or smaller must make a Reflex save (DC 30) or
be blown away, sucked into the rift. Creatures
of Huge size that failt their Reflex save are
knocked down while creatures of Gargantuan or
Colossal size are checked. Those who come in
contact with the actual funnel cloud are picked
up and whirled around for 1d10 rounds, taking
1d6 points of damage per round, before being
violently expelled into the target timeline.
To see how well the time/space rift works, roll
d% and consult the below table.
False
destination
On
Target
0197
0194
Off
Target
9899
9597
Close to
Target
100
9899
Mishap
0188
8994
9598
99100
0176
7788
8996
97100
0152
5376
7792
93100
(1d20+80)
8192
93100
100
Madness
"Why would you say that I am insane? I wouldn't say that I've lost my mind simply because I've heard
the voices and seen the godless things moving in the woods. If anything, I think more clearly now than
ever before."
- Ash, Army of Darkness
MADNESS TRIGGERS
MADNESS CHECK
A Madness Check consists of a Will Save
(DC 6 + MR modifiers). If the character fails the
Condition
Madness Rating: 0-2
Madness Rating: 3-5
Madness Rating: 6-8
Madness Rating: 9-10
Madness Rating: 11-12
Madness Rating: 13-14
Madness Rating: 15-17
Madness Rating: 17-19
Madness Rating: 20-21
Madness Rating: 22-24
Madness Rating: 25+
Monster
FX
Madness Check
Modifier
+4
+2
+1
0
-2
-4
-6
-8
-10
-12
N/A
+1/CR of monster
+1/FX level
D100
Madness
Ability Drain
01-10
Combat Shock
--
11-30
31-50
Poor Hygiene
Paranoia
-1d4 Charisma
-1d4 Charisma
51-55
Delusions
-1d4 Charisma
56-60
Withdrawal
-1d4 Charisma
61-70
No Sleep
-1d4
Constitution
71-75
Mental
Exhaustion
-1d4 Dexterity
76-85
Lethargy
-1d4 Dexterity
86-90
Panic
-1d4 Wisdom
91-95
Mania
-1d4 Charisma
96-100
Catatonia
-1d4 Charisma
Effect
The character must make a Will save (DC current
MR) when under stress or be Dazed for 1d4 rounds.
Time Travel
"In order to rid myself of the foul thing, I read from a passage in the book that was supposed to open a
hole. A hole in Time that would send the Evil back. And it worked...I just didn't plan on coming along.
--Ash, Army of Darkness
Parallel Universe
One cannot go backwards in time to affect
one's current time stream. At best, a time
traveler can alter the timeline so that fate doesn't
exist in the current reality. That is, the timeline
diverges upon time travel happening, creating a
unique timeline. Somewhere, the Kandarians
still win. However, in the universe the time
traveler is in, it's a new world.
This theory of time travel does not make for
happy endings. It means Kandarians can never
be defeated by traveling into the past. Not one
but two alternate endings have been suggested
for the Evil Dead universe both end with the
deadites obliterating mankind.
How It Works
Time travel to the past can only be achieved
through magic (see the Spells chapter). Being
sucked into a twister isn't pleasant even when
the twisters aren't time traveling vortexes.
Beings sucked into the void float weightless,
tumbling endlessly in the funnel cloud.
For a moment, there is no sound at all. Then
a bright flash of light. The time travelers appear
in a bolt of electricity from the sky, spewed out of
the heavens and falling to the ground with a
crash.
Time travel to the future is achieved by
magical drops (see the Spells chapter). These
drops don't really cause the recipient to time
travel. Rather, he is placed into a form of
suspended animation, unharmed, until the
designated time is reached. The spell does not
protect the traveler's possessions, which means
he awakens from a deep sleep naked and
confused. Sort of like every morning, only in
another time.
Suggested Products
Time travel suits itself well to the d20 system.
Simply pick your favorite game and mix it with
the Evil Dead rules found here: voila! Deadites
in any system.
F
X Items
"C'mon, let's take this stuff upstairs. I'll grab the recorder and you get everything else."
--Ash to Scotty just before the nightmare begins, Evil Dead
Boomstick
This +1 shotgun is the bane of all undead.
Any undead creature struck in combat must
succeed at a Fortitude save (DC 14) or be
destroyed.
Type: Weapon (magic); Caster Level: 10th;
Purchase DC: 25; Weight: 8 lb.
Buzz
This +3 chainsaw threatens a critical hit on a
natural roll of 19 or 20 (a normal chain saw has
a threat range of 20).
Type: Weapon (magic); Caster Level: 10th;
Purchase DC: 39; Weight: 10 lb.
Morturom Demonto
This is the translated, New York Times
bestseller version of the Necronomicon Ex
Mortis. It conveniently leaves out the dispelling
spells and contains all the awakening spells:
awaken Kandarian, lesser awaken Kandarian.
Reading the volume takes 1 week to
comprehend in its entirety. Reading the entire
book causes the reader's Madness Rank to
increase by 1 initially and 1d4 after reading the
entire book.
Type: Wondrous Item (magic); Caster Level:
10th; Purchase DC: 35; Weight: 1 lb.
Necronomicon Ex Mortis
This book is known by a lot of names,
including Morturom Demonto, Natorum
Demonto, and Nosferato Domentu. It is best
known as Necronomicon Ex Mortis. Professor
Knowby obviously didn't know what the hell he
was talking when he translated this book. Since
the word "Necronomicon" already means Book
of the Dead, "Necronomicon Ex Mortis"
translates to "List of Dead Names is Dead".
Scimitar of Sacrifice
This +1 scimitar's blade is pretty big and
seems to be made of an actual spine. It has a
small skull on the pommel, and it looks like it is
wearing a ribcage helmet. It deals +2d6 points of
bonus unholy (evil) damage against all of good
alignment. Any time it deals damage to a
creature, bleeds for 1 point of damage per round
thereafter in addition to the normal damage the
scimitar of sacrifice inflicts. Multiple wounds from
the scimitar of sacrifice result in cumulative
bleeding loss (two wounds for 2 points of
damage per round, and so on). The bleeding
can only be stopped by a successful Heal check
(DC 15) or the application of any cure spell or
other healing spell (heal, healing circle, and so
on). Every wound inflicted by the wielder that
bleeds causes the wielder to increase his
Madness Rank by 1.
Type: Weapon (magic); Caster Level: 10th;
Purchase DC: 25; Weight: 2 lb.
Monsters
"I know now that my wife has become host to a Kandarian demon. I fear that the only way to stop
those possessed by the spirits of the book is through the act of bodily dismemberment. I believe now to
avoid this horror, but for myself, I have seen the dark shadows moving in the woods and I have no doubt
that whatever I have resurrected through this book is sure to come calling... for me."
-- Professor Knowby, Evil Dead
Deadite Harpy
Medium-Size Undead
Hit Dice: 7d12 (35 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
Defense: 13 (+2 Dex, +1 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, fire and cold
resistance 10, SR 7, damage reduction 5/+1,
darkvision, +4 turn resistance, daylight
powerlessness
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 15, Con --, Int 7, Wis 10,
Cha 15
Feats: Dodge, Flyby Attack
Climate/Terrain: Temperate and warm land and
underground
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 6
Treasure: None
Allegiance: Hell
Advancement: None
Deadite Pig
Medium-Size Undead
Hit Dice: 3d12 (20 hp)
Initiative: +0
Speed: 40 ft.
Defense: 16 (+6 natural)
Attacks: Gore +4 melee
Damage: Gore 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Scent, cold and fire
resistance 5, +4 turn resistance, darkvision,
undead, SR 3, daylight powerlessness
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con --, Int 2, Wis 13,
Cha 4
Skills: Listen +7, Spot +5
Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair
Challenge Rating: 4
Treasure: None
Allegiance: Hell
Advancement: 4-5 HD (Medium-size)
Awww, come on now. It's a freaking pig.
Pigs are stupid, smelly, ugly anddid we
mention stupid and ugly? And the smell? Yeah,
pigs suck.
So why the hell demons would possess a
pig's fatty, greasy ass is anybody's guess.
Scholarly types might suggest that this is a
Jesus thing and that he banished demons into
Deadite Skeleton
Medium-Size Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
Defense: 13 (+1 Dex, +2 natural)
Attacks: 2 claws +0 melee
Damage: Claw 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attack: Illusory death
Special Qualities: Undead, fire resistance 5,
immunities, SR 1, +4 turn resistance, daylight
powerlessness
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con --, Int 10, Wis 10,
Cha 11
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Gang (2-5), squad (6-10), or mob
(11-20)
Challenge Rating: 2
Treasure: None
Allegiance: Hell
Advancement: None
Deadite skeletons, like all things filled with
deadite evilness, are smarter and faster than the
typical skeletons. Guess they didn't read the
monster handbook.
Combat
Deadite Skullbat
Tiny Undead
Hit Dice: 1d12 (20 hp)
Initiative: +2 (Dex)
Speed: fly 40 ft. (good)
Defense: 14 (+2 size, +2 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d4
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Qualities: Cold and fire resistance 5,
+4 turn resistance, darkvision, undead, SR 1,
daylight powerlessness
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con --, Int 2, Wis 14,
Cha 4
Skills: Listen +9, Move Silently +6, Spot +9
Climate/Terrain: Temperate and warm desert,
forest, hill, plains, and underground
Organization: Solitary, pair, or colony (10-40)
Challenge Rating: 2
Treasure: None
Allegiance: Hell
Advancement: None
Deadite Tree
Huge Undead
Hit Dice: 7d12 (49 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
Defense: 20 (-2 size, -1 Dex, +13 natural)
Attacks: Tail +12 melee, tongue +7 melee
Damage: Tail 2d6+9, tongue 1d6+9
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Animate trees, trample,
double damage against objects
Special Qualities: Plant, cold and fire
resistance 10, damage reduction 5/+1, half
damage from piercing, SR 7, darkvision (60'),
undead, +4 turn resistance, daylight
powerlessness
Saves: Fort +10, Ref +1, Will +6
Abilities: Str 29, Dex 8, Con --, Int 12, Wis 15,
Cha 12
Skills: Hide -1*, Intimidate +8, Knowledge (any
one) +8, Listen +17, Search +8, Sense Motive
+9, Spot +17, Wilderness Lore +9
Feats: Iron Will, Power Attack
Deadite Twin
A deadite twin is a physical duplicate of a
specific humanoid, called a primary. Although a
deadite twin does not gain the specific life
experiences of its primary, it can easily mimic
the demeanor and general behavior of the
primary, enabling it to fill the same general role
as the primary. A deadite twin is identical in
appearance to the primary.
Deadite twins are bad news. They are
obsessed with everything the primary has and
want to destroy it, warp it, crap on it, degrade it,
make fun of it, and worse. They hate their
counterparts with a passion and are fond of
calling themselves, "Evil-whatever." That's right,
if Cecil gets a deadite twin, there'll be an Evil
Cecil running around.
Deadite twins are usually created when a
humanoid looks into a mirror or succeeds a Will
save from a Carnarian demon's attack.
Humanoids who are stubbornly resistant to
possession get their own deadite twins as an
extra special gift from hell. A Will save (DC 30)
is necessary to avoid this attack. The
experience alone increases the character's
Madness Rating by 5.
If the mirror is shattered in the same round
when a deadite twin is forming, it forms 1d20
Tiny-sized twins instead. These mini-deadites
are all just like the primary, just smaller. They
will try to subdue the primary with the purpose of
entering an orifice (doesn't have to be the mouth
ewwww!). If even one mini-deadite gets inside
the primary, it will form a fully formed deadite
twin in 1d10+10 rounds. The process is
extremely painful as the deadite twin "buds" off
of the primary, and inflicts 2d10 points of
damage to the primary in the process.
Template Traits
Deadite twin is an inherited template that
can be added to any humanoid. A deadite twin
uses all the primarys statistics except as noted
here.
Challenge Rating: Same as the base
creature +2.
Hit Dice: Change to d12.
Special Qualities: A Deadite twin has all the
special qualities of the base creature and those
listed below, and gains the undead type.
Hit Dice
1-3
4-7
8-11
12+
5
10
15
20
Damage
Reduction
5/+1
5/+2
10/+3
Deadite Zombie
Medium-Size Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 30 ft. (clumsy)
Defense: 11 (-1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, cold and fire
resistance 5, SR 2, daylight powerlessness
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 13, Dex 8, Con --, Int 10, Wis 10,
Cha 1
Feats: Toughness
Kandarian
It's hard to say precisely what a Kandarian is.
They come off as thoroughly insane to normal
human beings, and that's just how Kandarians
like it. They are so named after the Kandarian
ruins where the Naturon Demonto, also known
as the Book of the Dead, was found. The good
Professor Knowby accidentally released the
Kandarians by reading an incantation aloud (see
the Spells chapter for more information).
"Kandarian" is a template that can be added
to any object or creature. The creature's type
changes to undead. It uses all the character's
statistics and special abilities except as noted
here.
Hit Dice: Increase to d12.
Speed: Kandarians have a fly speed of 30
feet, unless the base creature has a higher fly
speed, with perfect maneuverability.
Defense: Natural armor is the same as the
base creature but applies only to ethereal
encounters. When the Kandarian manifests (see
below) its natural armor value is +0, but it gains
a deflection bonus equal to its Charisma
modifier or +1, whichever is higher.
Attacks: The Kandarian retains all the
attacks of the base creature.
Damage: The Kandarian retains all the
damage of the base creature.
Special Attacks: The Kandarian retains all
the special attacks of the base creature.
Manifestation (Su): All Kandarians have this
ability. As ethereal creatures, they cannot affect
or be affected by anything in the material world.
When they manifest, Kandarians become visible
but remain incorporeal. However, a manifested
Kandarian can strike with its touch attack or a
Kandarian touch weapon. A manifested
Kandarian remains on the Ethereal Plane but
can be attacked by opponents on both the
Material and Ethereal planes.
Malevolence (Su): Once per round, an
ethereal Kandarian can merge its body with a
creature on the Material Plane. This ability is
similar to magic jar as cast by a 10th-level
sorcerer (or the Kandarians character level,
whichever is higher), except that it does not
require a receptacle. If the attack succeeds, the
Kandarians body vanishes into the opponents
body. The target can resist the attack with a
successful Will save (DC 15 + Kandarians
Charisma modifier). A creature that successfully
Hit Dice
1-3
4-7
8-11
12+
5
10
15
20
Damage
Reduction
5/+1
5/+2
10/+3
Treasure: None
Allegiance: Hell
Legless Deadite
Medium-Size Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: fly 60 ft. (good)
Defense: 15 (+3 Dex, +2 deflection)
Attacks: 2 claws 1d8+5 melee
Damage: Claws 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, incorporeal, +4 turn
resistance, daylight powerlessness, cold and fire
resistance 10, damage reduction 5/+1, SR 5
Saves: Fort +1, Ref +4, Will +6
Abilities: Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 15
Skills: Hide +11, Intimidate +10, Intuit Direction
+6, Listen +12, Search +10, Sense Motive +8,
Spot +12
Feats: Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (611)
Challenge Rating: 7
Treasure: None
Allegiance: Hell
Advancement: 6-10 HD (Medium-size)
Legless deadites are all claws, with not much
else. "Not much else" means flesh, useful legs,
and brains. Legless deadites ain't bright, but
they're cunning the way only a demon spawn
from hell can be. Their jaws are perpetually
stretched wide in a look of shock or horror (or
maybe, perpetual amusement).
Combat
Nether-Beast Familiar
Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft.
Defense: 14 (+1 size, +3 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Cold and fire resistance 5,
+4 turn resistance, darkvision, undead, SR 1,
daylight powerlessness
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 7, Dex 17, Con --, Int 2, Wis 10,
Cha 2
Skills: Spot +7
Climate/Terrain: Temperate and warm land and
underground
Organization: Solitary, pair, or colony (3-5)
Challenge Rating: 2
Treasure: None
Allegiance: Hell
Advancement: 3 HD (Small)
Possessed Limb
Diminutive Undead
Hit Dice: 1d12 (6 hp)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft.
Defense: 18 (+4 size, +1 natural, +3 Dex)
Attacks: Claw +4 melee
Damage: Claw 1
Face/Reach: 1.5 ft. by 1.5 ft./0 ft.
Special Qualities: Cold and fire resistance 5,
+4 turn resistance, darkvision, undead, SR 1,
daylight powerlessness, smite fallen
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 10, Dex 17, Con --, Int 10, Wis 10,
Cha 5
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Allegiance: Hell
Advancement: None
If a possessed Kandarian demon gets a good
bite or claw off, chances are you might become
possessed. If you're lucky, that doesn't happen.
If you're unlucky, you turn into a deadite zombie.
If you're really unlucky, you only become
partially possessed and the location that was
damaged takes on a mind of its own. As in, it
does its best to kill you even while still attached.
Possessed Object
Hit Dice:
Initiative:
Speed:
Defense:
Attacks:
Damage:
Face/Reach:
Special
Attacks:
Special
Qualities:
Saves:
Abilities:
Tiny Construct
1/2 d12 (3 hp)
+2 (Dex)
40 ft. (50 ft. legs, 60 ft.
multiple legs, 80 ft.
wheels)
14 (+2 size, +2 Dex)
Small Construct
1d12 (6 hp)
+1 (Dex)
30 ft. (40 ft. legs, 50 ft.
multiple legs, 70 ft. wheels)
Slam +1 melee
Slam 1d3-1
2 1/2 ft. by 2 1/2 ft./0 ft.
See text
Medium-Size Animated
Object
Medium-Size Construct
2d12 (12 hp)
+0
30 ft. (40 ft. legs, 50 ft.
multiple legs, 70 ft.
wheels)
14 (+4 natural)
Slam +2 melee
Slam 1d6+1
5 ft. by 5 ft./5 ft.
See text
Cold and fire resistance 5,
+4 turn resistance,
darkvision, undead, SR 2,
see text
Fort +0, Ref +0, Will -5
Str 12, Dex 10, Con -, Int -,
Wis 1, Cha 1
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