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A Guide to Undead in Adavanced Dungeons & Dragons

  • Writer: R. Nelson Bailey
    R. Nelson Bailey
  • Apr 10, 2019
  • 14 min read

Updated: 9 minutes ago

This article provides a comprehensive examination of the attributes and resistances of undead in 1st Edition Advanced Dungeons & Dragons.


By R. Nelson Bailey


Hooded figure with lantern, crowned skeleton, and grotesque creature stand in graveyard under full moon. Text: "A Guide to the Undead in AD&D".

Undead rank among the most iconic monsters in Dungeons & Dragons. Yet despite their prevalence in rulebooks and modules, they have long been a persistent source of confusion for Dungeon Masters (DMs). Much of this uncertainty stems from the way information on the undead is presented in the 1st Edition Advanced Dungeons & Dragons (AD&D) rules. Rather than a consolidated entry, their general abilities and resistances are scattered piecemeal across the Monster Manual, Dungeon Masters Guide, Players Handbook, and other sources. The Monster Manual[1] and the Dungeon Masters Guide[2] both classify “undead” as a monster type, but the rulebooks provide no unified definition of their common traits. This fragmented treatment leaves unresolved which qualities are universal to all undead and which apply only to specific types.

 

This article organizes the fragmented rules of 1st Edition AD&D into a single cohesive guide, synthesizing scattered references, resolving contradictions, and clarifying the common attributes and resistances that define undead as a monster class. By doing so, it provides DMs with a consistent and practical framework for adjudicating undead at the table.

 

Undead in the Rulebooks

The glossary of the Dungeon Masters Guide defines undead as:

 

“A class of malevolent, soulless monsters which are neither truly dead nor alive.” [3]

 

These monsters are the unliving corpses or spirits of formerly living beings. Undead were usually human in their former existence, but in some instances may be demi-human, humanoid, animal, or even monstrous in origin, depending on the type of undead. They no longer possess the biological functions and desires of the living, which renders effects such as magical sleep ineffective. Some undead types feed on or drain the living of their vital essences (e.g., ghasts, ghouls, spectres, vampires, etc.). However, the rulebooks make no mention of whether these undead must feed to survive.[4]

 

Undead do not age,[5] are immune to withering attacks,[6] and make no noise when moving[7]. Their minds and emotions are indecipherable to the living.[8] [9] Because of this, spells that affect the mind, such as command,[10] ESP,[11] [12] and suggestion,[13] will not work on undead.

 

These monsters gain their unlife and power from the Negative Material Plane,[14] [15] although “energy drainer” types seem more strongly connected.[16] [17] [18] Undead are said to exist on both the Prime Material and Negative Material planes simultaneously,[19] though this is contradicted in the Manual of the Planes,[20] which states this is impossible since there is no direct connection between those planes.

 

Undead are not affected by magics that draw upon the Negative Material Plane (i.e., “death magics”),[21] and energy drain is ineffective against other undead.[22] Evil-aligned undead can be detected with a detect evil spell.[23]

 


Skeletons, zombies, and ghouls advance menacingly in a dark cemetery. Moonlit sky, eerie blue tones, bare trees in background.


A Confusion of Resistances

Most of the qualities, powers, and resistances of undead are presented in the entries for each individual monster type across the three primary 1st Edition AD&D monster guides (Monster Manual, Monster Manual II, and Fiend Folio). Resistances or vulnerabilities to spells and effects are, arguably, what most clearly distinguish undead from other categories of monsters. Listed below are all types of undead appearing in these guides, along with the resistances recorded for each.

 

Apparition: None listed.

Coffer Corpse: Sleep, charm, mind-influencing spells.

Death Knight*: None listed.

Demi-lich: None listed**.

Ghast: Sleep, charm.

Ghost: None listed.

Ghoul: Sleep, charm.

Groaning Spirit***: Sleep, charm, hold, cold, electricity.

Haunt: None listed.

Huecuva: mind-influencing spells.

Lich: Sleep, charm, cold, electricity, polymorph, feeblemind, insanity, death magic.

Mummy: Sleep, charm, hold, paralysis, poison, cold, electricity.

Pĕnanggalan†: mind-influencing spells.

Poltergeist: None listed.

Revenant: None listed.

Shadow: Sleep, charm, hold, cold.

Sheet Ghoul: Sleep, charm.

Sheet Phantom: Sleep, charm.

Skeletal Warrior: None listed.

Skeleton‡: Sleep, charm, hold, cold, illusion#.

Skeleton, animal‡: Sleep, charm, hold, cold, death magic, illusion#.

Son of Kyuss: Mind-influencing spells.

Spectre: Sleep, charm, hold, paralysis, poison, cold, electricity.

Vampire: Sleep, charm, hold, paralysis, poison, cold (half damage), electricity (half damage), polymorph@.

Wight: Sleep, charm, hold, paralysis, poison, cold, electricity.

Wraith: Sleep, charm, hold, paralysis, poison, cold, electricity.

Zombie‡: Sleep, charm, hold, cold, illusion#.

Juju Zombie: poison, cold, electricity, death magic, mind-influencing spells.

Zombie, monster‡: Sleep, charm, hold, cold, death magic, illusion#.

 

* The death knight is listed as a type of “lich.” It is therefore possible they share the same resistances as liches.

** Demi-liches are immune to nearly all forms of attack and magic.

*** Groaning spirits are never explicitly identified as undead in the Monster Manual, nor are they explicitly excluded. They are also absent from the list of undead that can be turned in the DMG. However, the Monster Manual describes a groaning spirit as “the spirit of an evil female elf” that “returns to harm the living” with its chilling touch (MM, p. 50), which strongly resembles an undead creature. They also possess many of the same resistances as other undead. Further, DL14 Dragons of Triumph (p. 13) refers to groaning spirits as “undead,” as does 2nd Edition AD&D.

† Pĕnanggalan are listed as a type of “vampire.” They likely share the same resistances as vampires.

‡ “Mindless” undead are those with an Intelligence rating of “non-” (0). These undead are typically created by magic-users or clerics using the animate dead spell.

# WG6 Isle of the Ape notes that “mindless” dinosaurs (i.e., those with an Intelligence rating of “non-,” as are most dinosaurs) are immune to illusions: “Illusions applied to reptiles [i.e., dinosaurs] are virtually useless, as the brains of these monsters are too dull to notice anything of such subtlety. Thus, when such spells are used against these monsters, they always save.” By extension, this rationale may be applied to all creatures with a “non-” Intelligence rating, including “mindless” undead.

@ Vampires can be affected by a polymorph other spell if they fail their saving throw. However, they can negate the effect by shapeshifting into another form at a later time.

 

It is readily apparent from the list above that resistances to spells and effects are not applied consistently across undead types. Some resistances, such as a lich’s immunity to polymorph, appear to be unique to that creature. Others seem to be more universal to undead, yet are inexplicably omitted from many monster descriptions or differ from type to type. For example, ghosts are given no listed spell or effect resistances. Does this mean they are vulnerable to all such effects, or is this simply an omission? Similarly, animal skeletons are noted as being immune to death magics, while “normal” skeletons are not. Since the animate dead spell creates both, it would be reasonable to assume they share the same resistances. Some undead are immune to poison, while most are not. Others are listed as immune to hold spells but not to paralysis. There appears to be little rationale behind the differences and commonalities of resistances among undead as presented in the monster guides.

 

Despite the inconsistent application of resistances in individual monster entries, the Monster Manual suggests that undead possess certain universal immunities. The entry for “manes” states that — like undead — these demons are immune to “sleep, charm, and similar spells.” [24] The entry for “ghost” is even more explicit, noting: “Ghosts are of the ‘undead’ class, and thus sleep and charm spells have no effect on them.” [25] Several entries in the Fiend Folio are less ambiguous still, declaring that undead are immune to all spells that affect the mind. These passages specify resistance to “charm, hold, illusion, sleep and so forth,” and broadly to “mind-influencing spells.” [26] Because these sources are more explicit and comprehensive, they supersede less consistent statements elsewhere regarding undead resistance to mind-affecting spells and effects.

 


Dungeon Delve game cover, featuring fantasy warriors and creatures, text says "Death Trap Dungeon Available Now" against a blue background.


Common Undead Attributes & Resistances

Using the information provided in the rulebooks — scant though it may be — a list of universal attributes and resistances can be applied to all undead.

 

Undead Morphology

The AD&D monster guides note two categories of undead: corporeal and non-corporeal. Corporeal undead have a physical form consisting of the body they once possessed in life. Non-corporeal undead are the spirits of beings without bodies, existing in intangible or gaseous form.[27] This form usually resembles their former appearance — depending on type — and is typically of a similar height.[28]

 

Non-Corporeal Undead

Two types of non-corporeal undead — the ghost and apparition — exist primarily on the Ethereal Plane. While in ethereal form, they can be seen by viewers, pass through solid objects, and are immune to attacks that do not originate from that plane. However, they must semi-materialize into the Prime Material Plane to initiate physical attacks.

 

The other types of non-corporeal undead (i.e., spectres, wraiths, shadows, groaning spirits, haunts, and poltergeists) cannot enter the Ethereal Plane. Spectres alone are noted as able to pass through solid objects. [29] [30] It is uncertain whether the others can pass through non-living matter. The wraithform spell suggests plausibility: “[while in wraithform] The illusionist will be able to pass through small holes or narrow openings, even mere cracks…” [31] Therefore, it seems likely these undead can do likewise. They cannot pass directly through solid walls but may slip through cracks or gaps, seemingly appearing from nowhere. Optionally, a DM may rule that the polymorph other spell is ineffective on non-corporeal undead due to their insubstantial forms.

 

Senses

The AD&D rulebooks do not describe undead senses. It is reasonable to assume they retain the senses they had in life (sight, hearing, touch, smell). Being creatures that dwell in darkness, all undead have 90’ infravision.[32] In I12 Egg of the Phoenix,[33] skeletons and zombies are noted as able to see in a continual darkness spell, though whether this applies to all undead is uncertain.

 

Optionally, the DM could rule that intelligent undead may be granted a “life sense” that detects living beings up to 30 ft. range. This power is blocked by 1 foot of wood, 6 inches of stone, or 1 inch of metal.

 

State of Unlife

Unlike living creatures, undead have no biological processes such as sleeping, breathing, eating, or reproduction. They do not bear young. Some undead, such as ghouls or wights, can reproduce by slaying humans or demi-humans. Others are created through spells (e.g., animate dead, energy drain), through curse-like effects (e.g., ghosts, revenants), or by other monsters. For instance, nabbassu demons create ghouls, ghasts, and shadows with their death-stealing gaze. Similarly, some manes demons are transformed into shadows or ghasts.

 

As non-living creatures, all undead possess the following resistances:

 

Sleep Effects: As undead do not sleep, they are immune to all forms of magical and non-magical sleep, including (but not limited to) the sleep spell, sleep-inducing monster abilities such as a chasme’s drone, eyebite (sleep effect), and symbol of sleep.

 

Poison: Some — but not all — undead are listed in the rulebooks as immune to poison. The only other clear reference is in the DMG, concerning the poisonous touch side effect of artifacts and relics: “User has a poison touch which requires that humans and man-sized humanoids (but not undead) save versus poison whenever touched.” [34] Although this reference applies specifically to artifacts, there is little rationale for poison affecting undead in general. All undead are unaffected by both magical and non-magical poisons, including cloudkill and other poisonous gases.

 

Suffocation & Drowning: The creators of AD&D never specifically addressed whether undead breathe air, and thus whether they can suffocate or drown. This was likely considered a priori knowledge, not requiring explicit mention. As beings without biological processes, undead do not breathe and therefore cannot suffocate or drown. Several passages support this directly or indirectly. For example, the Monster Manual II notes under the “juju zombie” entry: “they can move quickly underwater, for they do not breathe.” [35] The only aquatic-specific undead are lacedons (a form of ghoul), which otherwise appear identical to terrestrial ghouls. Furthermore, the module X7 War Rafts of Kron features a sunken city populated with spectres, wights, and wraiths.

 

Physical Body Attacks: Non-corporeal undead cannot be dismembered and take no damage from falling or crushing attacks. Crushing damage includes hazards such as landslides, being squeezed between two closing walls, or being struck by a falling stone block. However, these undead are not immune to crushing damage inflicted by a creature with sufficient Hit Dice to harm monsters normally affected only by magical weapons.[36]

 

Non-Weapon Attacks: Pummeling attacks are ineffective against all undead.[37] Grappling and overbearing cannot affect non-corporeal undead, but may affect corporeal types at the DM’s discretion.

 

Contact with Undead: Those striking an undead that causes damage by touch with a bare hand or punch suffer the effects of that attack.[38] It is unclear whether this applies to an undead’s energy drain ability. Since energy drain must be delivered through a deliberate touch attack, some DMs may rule that an attacker using unarmed strikes is not subject to the drain.

 

Other Effects: The following do not affect undead:

Aging (e.g., elixir of youth)

Blood drain

Disease (e.g., cause disease, irritation)

Nausea (e.g., stinking cloud, troglodyte stench)

Paralysis

Stunning (non-magical only)

Unconsciousness

Withering (e.g., staff of withering)

 

Cold Resistance

Immunity to cold and cold-based magics is inconsistently applied in the monster statistics. It is reasonable to presume that all undead are immune to non-magical cold, as they are no longer living, warm-blooded beings. Many are thematically associated with coldness — dwelling in graves, shunning sunlight, or possessing a chilling touch — yet all remain susceptible to fire-based attacks. Resistance to magical cold, beyond what is explicitly listed in the monster descriptions, should be determined at the DM’s discretion.

 

Negative Material Plane Connection

Due to their link to the Negative Material Plane, undead are immune to “death magics,” including the following spells and effects:

 

Death Spell

Energy Drain (both spell and monster ability, even from other undead)

Finger of Death

Power Word: Kill

Slay Living (reverse of Raise Dead)

Sword of Life Stealing

Symbol of Death

 

Healing and Harming Magics

Healing magic is ineffective on undead. As noted in the PHB: “[cure light wounds] will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons.” [39] This is because beneficial healing magics, such as cure light wounds, originate from the Positive Material Plane. On that plane, harmful magics are greatly diminished or impossible (and vice versa).[40] Since undead derive their power and existence from the Negative Material Plane, harming magics (i.e., the damage-causing reverses of the cure and heal spells) are likewise ineffective against them.

 

Spell Immunities

The undead mind does not function like that of the living. They are immune to all mind-influencing and mind-affecting spells and magical effects, including insanity. These include — but are not limited to — the following:

 

Charm, Fear, & Control

Cause Fear, Charm Monster, Charm Person, Cloak of Fear, Command, Domination, Enthrall, Fear, Fire Charm, Friends, Mass Charm, Mass Suggestion, Quest, Ray of Enfeeblement, Rod of Beguiling, Rod of Rulership, Scare, Staff of Command, Spook, Suggestion, Symbol (discord, fear, hopelessness, insanity, persuasion), Tasha’s Uncontrollable Hideous Laughter

 

Illusions & Phantasms

Advanced Illusion, Color Spray, Demi-Shadow Magic*, Demi-Shadow Monsters*, Hallucinatory Terrain, Hypnotism, Illusory Script, Improved Phantasmal Force, Leomund’s Lamentable Belaborment, Mirage Arcana, Mislead (illusion aspect only), Permanent Illusion, Phantasmagoria, Phantasmal Force, Phantasmal Killer, Phantom Armor, Programmed Illusion, Rainbow Pattern, Shades*, Shadow Magic*, Shadow Monsters*, Spectral Force, Tempus Fugit, Vacancy (illusion aspect only), Wand of Illusion, Weird

* Undead still suffer damage from the “real” component of these spells.

 

Mental Effects & Enchantments

Antipathy/Sympathy, Blindness, Chaos, Confusion, Deafness, Demand (suggestion aspect only), Emotion, ESP, Eyebite, Fascinate, Feeblemind, Forget, Fumble, Geas, Hold Monster, Hold Person, Magic Jar, Paralyzation

 

Items & Miscellaneous Effects

Deck of Illusions, Elixir of Madness, Empathy, Medallion of ESP, Philter of Love

 

Other Abilities

Undead are also unaffected by monster charm abilities (e.g., vampire, harpy, and succubus) as well as comparable mind-influencing psionics and spell-like abilities corresponding to the spells listed above.

 

Holy Water

All types of undead are affected by holy water,[41] though non-corporeal undead on the Ethereal Plane are not.

 

Turning/Commanding

Most undead can be turned by a cleric or paladin, or commanded by an evil cleric. Those that cannot be turned include death knights, demi-liches, groaning spirits (banshees), haunts, pĕnanggalan (in human form), revenants, and skeletal warriors.

 

Moving Silently

As noted previously, undead make no noise when they move. This grants them a bonus to surprise opponents and negates attempts to detect them through listening or hear noise checks.

 

Conclusion

Undead in 1st Edition Advanced Dungeons & Dragons are archetypal monsters, yet their powers, resistances, and nature are often scattered across multiple books and presented inconsistently. By compiling these references into a single framework, this article clarifies their common attributes while also highlighting the contradictions TSR left unresolved. Ultimately, the goal is not to impose new rules, but to provide Dungeon Masters with a clear, unified reference so that undead can be run with greater consistency, challenge, and atmosphere at the table.

 


Crowned lich with glowing eyes reaches forward in a spooky graveyard under a full moon, surrounded by eerie blue light and bare trees.



Works Referenced


Greenwood, Ed. REF5 Lords of Darkness. TSR, 1988.

Grubb, Jeff. Advanced Dungeons & Dragons Manual of the Planes. TSR, 1987.

Gygax, Gary. Advanced Dungeons & Dragons Unearthed Arcana. TSR, 1985.

Gygax, Gary. Advanced Dungeons & Dragons Dungeon Masters Guide. TSR, 1979.

Gygax, Gary. Advanced Dungeons & Dragons Monster Manual. TSR, 1977.

Gygax, Gary. Advanced Dungeons & Dragons Monster Manual II. TSR, 1983.

Gygax, Gary. Advanced Dungeons & Dragons Players Handbook. TSR, 1978.

Hickman, Tracy, & Hickman, Laura. I6 Ravenloft. TSR, 1983.

Mentzer, Frank, & Jaquays, Paul, I12 Egg of the Phoenix. TSR, 1987.

Turnbull, Don (editor). Advanced Dungeons & Dragons Fiend Folio Tome. TSR, 1981.

Ward, James M. Advanced Dungeons & Dragons Greyhawk Adventures. TSR, 1988.

Ward, James M., & Breault, Mike REF3 The Book of Lairs. TSR, 1986.

 


Footnotes


[1] Gary Gygax, Advanced Dungeons & Dragons Monster Manual (TSR, 1977), p. 109.

[2] Gary Gygax, Advanced Dungeons & Dragons Dungeon Masters Guide (TSR, 1979), p. 230.

[3] Ibid., p. 230.

[4] The vampire in AD&D does not feed on the blood of the living, as is common in folklore.

[5] Gary Gygax, Dungeon Masters Guide, p. 134.

[6] Ibid., p. 134.

[7] Ibid., p. 60.

[8] Ibid., p. 150.

[9] Gary Gygax, Advanced Dungeons & Dragons Players Handbook (TSR, 1978), p. 70.

[10] Ibid., p. 43.

[11] Ibid., p. 70.

[12] Gary Gygax, Dungeon Masters Guide, p. 134.

[13] Gary Gygax, Players Handbook, p. 75.

[14] Ibid., p. 120.

[15] Gary Gygax, Dungeon Masters Guide, p. 60.

[16] Gary Gygax, Monster Manual, p. 102.

[17] There are contradictions concerning whether all undead draw their power from the Negative Material Plane. Unearthed Arcana (p. 104) notes “…those that draw power from that plane (such as many of the undead),” while S2 White Plume Mountain (p. 12) describes “…a negative-energy being like an undead (except for ghouls and ghasts).”

[18] The Monster Manual (p. 72) states that mummies have “…existence on both the normal and the positive material planes.” This reference to a Positive Material Plane connection is an anomaly inconsistent with all other undead types. Statements in the PHB and DMG concerning undead’s connection to the Negative Material Plane should take precedence, as they were published later than the MM. Read this passage as “Negative Material Plane,” not “planes.”

[19] Ibid., p. 99.

[20] Jeff Grubb, Advanced Dungeons & Dragons Manual of the Planes (TSR, 1987), p. 54.

[21] James M. Ward, Advanced Dungeons & Dragons Greyhawk Adventures (TSR, 1980), pp. 59-60.

[22] Tracy Hickman & Laura Hickman. I6 Ravenloft (TSR, 1983), p. 5.

[23] Gary Gygax, Dungeon Masters Guide, p. 60.

[24] Gary Gygax, Monster Manual, p. 17.

[25] Gary Gygax, Monster Manual, p. 43.

[26] Direct quotes from the Fiend Folio:

  • Pĕnanggalan (p. 71): “It is also immune (in either form) to all spells which attempt to control the mind or body, like other undead.”

  • Revenant (p. 76): “Like other undead it is immune to all spells attempting to control or influence its mind or body.”

  • Son of Kyuss (p. 83): “Like other undead, they are immune to mind-influencing spells.”

  • Yellow Musk Zombie (p. 97): “However, like undead, it is immune to the effects of all mind-influencing spells such as charm, hold, illusion, sleep, and so forth.”

[27] Ed Greenwood, REF5 Lords of Darkness (TSR, 1988), p. 85.

[28] Ibid., p. 85.

[29] Ibid., p. 76.

[30] Ibid., pp. 61–66.

[31] Gary Gygax, Advanced Dungeons & Dragons Unearthed Arcana (TSR, 1985), p. 69.

[32] Gary Gygax, Dungeon Masters Guide, p. 59.

[33] Frank Mentzer & Paul Jaquays, I12 Egg of the Phoenix (TSR, 1987), p. 18.

[34] Gary Gygax, Dungeon Masters Guide, p. 164.

[35] Gary Gygax. Advanced Dungeons & Dragons Monster Manual II (TSR, 1983). P. 131.

[36] Gary Gygax, Dungeon Masters Guide, p. 75.

[37] Gary Gygax, Unearthed Arcana, p. 107.

[38] Gary Gygax, Dungeon Masters Guide, p. 71.

[39] Gary Gygax, Players Handbook, p. 43.

[40] Jeff Grubb, Manual of the Planes, pp. 29, 54.

[41] Gary Gygax, Dungeon Masters Guide, p. 65.






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