Random Abomination Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d6 years
(16 – 19 years)
+2d6 years
(16 – 21 years)
+3d6 years
(17 – 27 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Abomination Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in.
(5 ft. – 6 ft. 6 in.)
120 lbs. +(2d10×5 lbs.)
(130 – 220 lbs.)
Female 4 ft. 5 in. +2d10 in.
(4 ft. 7 in. – 6 ft. 1 in.)
85 lbs. +(2d10×5 lbs.)
(95 – 185 lbs.)

Physical Description: Appearing as shuffling pale bodies, having bloodshot eyes, and dark hair. These are the forms of the abominations. Commonly produced as the bastard child of a zombie and a human, these walking embodiments of hate and evil take from both sides, never looking fully zombified, or fully humanoid. All Abominations have dark hair and eyes, and pale or blue skin. Some Abominations have been known to have white hair, though this is uncommon, and is usually dyed that way.

Society: Abominations, due to their ancestors being zombies, do not have any sort of society or groups; often the closest thing to it is a few semi-intelligent Abominations looking to slay their zombified fathers, and sometimes their human mothers if they brought them into the world through cult rituals and unclean means.

Relations: All races find Abominations to be unsavory partners at the dinner table, finding their eating (consisting of tons of raw meat) to be disgusting, and their manners as well as their sociability to be lacking. Overall, they’re rude to all races (including their own) even if they don’t mean it, often leading to the other races to ostracize them. There are races who will sympathize with them, including Half-Orcs and Dhampirs, understanding the taint in their blood not being their own choice. Even if their manners are atrocious, and despite their incredibly strange lifestyles, most races cannot deny the Abomination’s formidability on the battlefield.

Alignment and Religion: Abominations, though coming from zombified fathers and mothers, often choose the path of neutrality, or if any become good they lean towards chaotic good. Some Abominations embrace their evil heritage, and most (if not all) that trek down the road of evil all end up as chaotic evil. It is exceptionally rare, though there is a legend about one Abomination taking up the job of a Paladin, smiting the undead and saving their brethren from further creation as half-undead. There is only one heard of Abomination Paladin, however.

Adventurers: The Abominations are incredibly strong, and harder to kill than the average undead. More often than not, Abominations will often become Barbarians, or Fighters, or if they’re feeling rather virtuous they will become Rangers, choosing Undead as their first favored enemy. Abomination Monks and Cavaliers are rare, but not unheard of.

Common Names: As humans

Standard Racial Traits

  • Ability Score Modifiers: Abominations are tough, strong, and their undead lifeforce keeps them going, but are also dull-witted. They gain +4 Strength, +2 Constitution, and -4 Intelligence.
  • Size: Abominations are medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Abominations are humanoids with the abomination subtype.
  • Base Speed: Abominations have a base speed of 30 feet.
  • Languages: Abominations begin play speaking Necril. Abominations with high Intelligence scores can choose from the following: Dwarven, Elven, Undercommon, Orc, Common, Goblin, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Undead Resistances: Abominations gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  • Resist Level Drain: Abominations take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
  • Negative Energy Affinity: Abominations are harmed by positive energy and healed by negative energy.

Feat and Skill Racial Traits

  • Gruesome Visage: Abominations treat Intimidate as a class skill and gain a +2 racial bonus to intimidate.

Senses Racial Traits

  • Darkvision: Abomination can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

  • Resurrection Vulnerability: A raise dead spell cast on an abomination can destroy it (Will negates). Using the spell in this way does not require a material component.
  • Sunlight Powerlessness: Abominations are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Abominations caught in natural sunlight cannot attack and are staggered.

Alternate Racial Traits

  • Sliver of Humanity: The Abomination decreases their Strength to +2, reduces their Intelligence penalty to -2, and gains Common as a racial language instead of Necril. In addition they lose Resurrection Vulnerability (but not Sunlight Powerlessness).
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