Mold Undead (monster)
AC 12, MV 90 (30), ML 12, Any HD, #AT 1, Bite (1d6+Infection) or Claws (2d4+Infection) or Purple haze
An unlucky adventurer got infected by the Purple Mold, then died, then undied, transformed into this rotten mockery of a man. You can tell a mold undead from other undead types by its dark purple skin.
Hit Die: It’s a monster, break the rules, give it as many HD as you wish. Also, see Mold Undead (class).
Infection: The victim must save vs poison, adding their CON modifier. In a failure, the victim is infected with the purple rot disease.
Purple Haze: It takes an entire round, it takes effect at the beginning of its next initiative action and it can take another normal action (move or attack). The undead produces a cloud of slimy spores. Everyone in the area (aprox. a 6-meter, or 18-foot radius) must save vs poison, adding their CON modifier but also substracting 3 (this manner of infection is stronger than a bite or scratch as it penetrates the body through every pore and orifice). Those who fail, contract the purple rot disease.
AC 12, MV 0, ML 12, 1 HD (4), #AT 1, Burst
A sac of throbbing gristle the size of a hog that feeds on dead matter. It’s so slow it crawls only a few feet per week.
Burst: When someone is within 1 or 2 meters (3-6 feet), or if the sac is pierced from a distance, it bursts and produces a cloud of slimy spores. Everyone in the area (aprox. a 6-meter, or 18-foot radius) must save vs poison, adding their CON modifier and substracting 3. Those who fail, contract the purple rot disease.
Weakness: Fire causes double damage and destroys most spores (saving throws are still made after the fire with a +7 bonus in addition to CON.
Purple Rot disease
Whenever a character gains a level, he levels up normally but instead of gaining a new hit die, he loses 2d4 permanent hit points (minus their CON modifier bonus). When a person infected by this disease dies, either by losing permanent hit points, killed in combat, or for any other reason, as long as the body remains relatively intact it returns to life as a new Mold Undead in 1d3 nights.
There’s no cure for this disease.
Mold Undead (class)
After dying and undying, a player character loses all their previous abilities but returns to “life” after 1d3 nights and can keep their equipment (at the referee’s discretion, of course), and is now a 1st level Mold Undead. You keep your stats intact except your Constitution, which becomes 10. A player can also start as a Mold Undead of level 1 if so he wishes and the referee allows it; in that case, roll normally except your Constitution which must be 10 and can never improve (it can worsen, though).
Nature doesn’t make mistakes. You are not a product of nature. You are a curse, a blight in the land. But somehow you managed to keep your identity intact, your humanity.
A Mold Undead as player character moves at 90′ (like a dwarf or halfling), and is as its core a Specialist, but on first level he must spend at least 2 skill points to a new skill called Purple Rot. You don’t roll this skill, but the number of points invested in it, modifies your attacks as follows:
2 points: You can attack using teeth or claws (for 1d6 or 2d4 damage.)
4 points: When you attack with teeth or claw, your victim must save vs poison or be infected with the disease.
6 points: The victim suffers a -1 penalty to their saving throws when attacked with teeth or claws.
6 points: You can use Purple Haze as the Mold Undead (monster), following the same rules.
An Undead Mold (class) can progress in any other skill the referee allows, but the most reasonable ones are: Architecture (underground tunnels become second nature), Buschcraft (but only in subterranean places, or perhaps at night), Languages (of undead creatures not normally known by mortals, as well as fungal languages), Sneak Attack and Stealth.