Undead Origins

Voadam

Legend
Pathfinder 1e Paizo

Pathfinder 1e Paizo
Pathfinder Bestiary
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death. (Undead Revisited)
The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time). (Undead Revisited)
Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world. (Undead Revisited)
No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world. (Undead Revisited)
Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers. (Undead Revisited)
Most undead began as living beings that were animated after death, arose again spontaneously after death because of some great emotion or unfinished business, or, while still living, willingly embraced undeath to stave off the looming hand of oblivion. (Undead Revisited)
For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague. (Undead Revisited)
A dead body or spirit animated by an evil power. (Beginner's Box)
Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors.
Heroes who perished in the battle against the uprising return as fearsome undead generals. (Game Mastery Guide)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. (Alternate Dungeons: Haunted House)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House)
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (Alternate Dungeons: Haunted House)
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (Alternate Dungeons: Haunted House)
As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. (Atarashia – A Gazeteer)
Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. (Atarashia – A Gazeteer)
The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. (Atarashia – A Gazeteer)
Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. (Atarashia – A Gazeteer)
Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. (Atarashia – A Gazeteer)
Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. (Atarashia – A Gazeteer)
When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. (Atarashia Gazeteer – A Dwarven Guide)
The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm. (Cerulean Seas Indigo Ice)
Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead.
Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead.
Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations. (Claw Claw Bite 18)
Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature.
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries)
Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it. (GM's Miscellany: Alternate Dungeons)
Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. (GM's Miscellany: Dungeon Dressing)
Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. (GM's Miscellany: Dungeon Dressing)
An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead. (GM's Miscellany: Village Backdrops V)
Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside. (GM's Miscellany: Village Backdrops V)
Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell. (GM's Miscellany: Places of Power)
Cremating corpses to keep them from rising as undead. (Knowledge Check: Last Rites)
Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead). (Knowledge Check: Last Rites)
Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead. (Knowledge Check: Last Rites)
The restless spirits of the shattering. (Legendary Worlds: Carsis)
Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead. (Legendary Worlds: Jowchit)
Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. (Legendary Worlds: Terminus)
A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood. (Malevolent and Benign)
Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead. (Malevolent and Benign)
The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Marshes of Malice)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. (Mountains of Madness)
For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. (Mountains of Madness)
The building’s current resident transformed some of his former colleagues into his undead servants.(Mountains of Madness)
The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) (Mountains of Madness)
The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Mountains of Madness)
Undead raise due to the necromantic energy in the meteor. (Obsidian Apocalypse)
The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead. (Obsidian Apocalypse)
Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead. (Obsidian Apocalypse)
Agent of Chaos Creature's Chaos field power mishap number 50. (Pathways Bestiary)
Undead are once-living creatures animated by spiritual or supernatural forces. (Pathways Bestiary)
Vampiric Sorcerer Bloodline Ruler of the Night power. (Ponyfinder Campaign Setting)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Sun-Dead feat. (The Book of Many Things Volume 2: Shattered Worlds)
Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)
In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. (Tome of Adventure Design)

Table 2-64: Basic Types of Undead Creatures
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
(Tome of Adventure Design)
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
(Tome of Adventure Design)
Table 2-66: Preparations for Intelligent Undeath
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
(Tome of Adventure Design)
Table 2-67: Breaks in the Life Cycle
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
Die Roll
Nature of the Break (d100)
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution

Die Roll
Nature of the Break (d100)
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
Die Roll
Nature of the Break (d100)
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
(Tome of Adventure Design)
Table 2-68: Manner of Death
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).

Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs

Die Roll
Manner of Death
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
Die Roll
Manner of Death
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death
(Tome of Adventure Design)
Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. (Tome of Adventure Design)
Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. (Tome of Horrors 4)
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)
The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies. (Westbound)
From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year. (World of Obsidian Twilight (PFRPG) Preview)
Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky. (World of Obsidian Twilight (PFRPG) Preview)
Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased. (World of Obsidian Twilight (PFRPG) Preview)
A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died—a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. (Pathways 23)
At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type. (Wayfinder 7)
Mythic Create Undead spell. (Mythic Magic Core Spells)
Mythic Create Greater Undead spell. (Mythic Magic Core Spells)
Mythic Soulreaver spell. (Mythic Magic Expanded Spells I)
Obliterate Soul spell. (Book of Lost Spells)
Dance of the Dead feat. (Undefeatable 3: Bards)
Dance of the Dead feat. (Undefeatable: The Collected Feats Sourcebook)
Pitiless Economies feat. (Intrigue Archetypes)
Undead Familiar feat. (Lords of the Night)
Ghostwater Drug creation. (Two Dozen Dangers: Drugs)
Devourer: Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation.
Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted. (Undead Revisited)
Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them. (Undead Revisited)
Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair. (Undead Revisited)
Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse. (Undead Revisited)
Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers. (Undead Revisited)
They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness. (Undead Revisited)
Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes. (Undead Revisited)
Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted. (Undead Revisited)
Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. (Advanced Bestiary)
Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. (Dunes of Desolation)
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. (Dunes of Desolation)
In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. (Dunes of Desolation)
This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. (GM's Miscellany: Dungeon Dressing)
Create Greater Undead spell, caster level 20th or higher.
Raise Undeath spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Ghost: When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost.
"Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6.
Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited)
More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity. (Classic Horrors Revisited)
Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual. (Classic Horrors Revisited)
Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead. (Beginner's Box)
As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (Alternate Dungeons: Haunted House)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House)
Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in. (Alternate Dungeons: Haunted House)
Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. (Atarashia – A Gazeteer)
She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. (Atarashia – A Gazeteer)
On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death. (Claw Claw Bite 18)
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries)
The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. (Dunes of Desolation)
The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay. (Freeport Companion Pathfinder RPG Edition)
A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge. (Freeport Companion Pathfinder RPG Edition)
Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest. (GM's Miscellany: Alternate Dungeons)
Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life. (GM's Miscellany: Alternate Dungeons)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. (Races of Obsidian Twilight)
Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight)
The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)
The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead. (Races of Obsidian Twilight: Raijin)
Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight: Raijin)
The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)
Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)
The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be. (World of Obsidian Twilight (PFRPG) Preview)
Ghost Human Aristocrat 7: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast.
As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. (Pathfinder Bestiary 4)
A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. (Bestiary 5)
Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad. (Classic Horrors Revisited)
Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur. (Classic Horrors Revisited)
Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course. (Classic Horrors Revisited)
A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)
Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. (Atarashia – A Gazeteer)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns)
A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains)
A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests. (Campaign Backdrops: Hills & Mountains)
Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them. (Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters)
The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing)
Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. (GM's Miscellany: Village Backdrops III)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III)
Dying while infected with Darakhul Fever. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. (Legendary Worlds: Terminus)
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)
A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves. (Monster Focus: Ghouls)
A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls)
The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls. (Monsters of Porphyra)
As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. (Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. (Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead)
Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly. (Mythic Monsters 23: Worms)
Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
As citizens turn to cannibalism, new ghouls are born even within the safest walls. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.
The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)
A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)
A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul. (Two Dozen Dangers: Curses)
Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)
A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)
A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)
A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfiner 9)
Create Undead spell, caster level 11th or lower.
Animate Ghoul spell. (Monster Focus: Ghouls)
Ghoul Army spell. (Shadows Over Vathak Player's Guide to Vathak)
Raise Undeath spell word. (Book of Magic 10 Undead Spell Words)
Transform Dead spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG))
Transform Zombie spell. (Book of Lost Spells)
Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable 12: Arcane Archer)
Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable: The Collected Feats Sourcebook)
Pitiless Economies feat. (Intrigue Archetypes)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Ghoul Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast.
In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.
It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts. (Classic Horrors Revisited)
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts. (Classic Horrors Revisited)
A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns)
A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains)
After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. (GM's Miscellany: Dungeon Dressing)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III)
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)
A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls)
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. (Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead)
Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)
Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)
A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)
Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)
A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)
A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)
A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 9)
Create Undead spell, caster level 12th to 14th.
Ghoul Army spell. (Shadows Over Vathak Player's Guide to Vathak)
Raise Undeath spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)
Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable 12: Arcane Archer)
Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable: The Collected Feats Sourcebook)
Ghast Tooth alchemical item. (Monster Focus: Ghouls)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Ghoul Lacedon: ?
Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck. (Classic Horrors Revisited)
Boggard, Merfolk: These races always spawn into lacedons. (Classic Horrors Revisited)
Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds. (Cerulean Seas beasts of the Boundless Blue)
Creatures reduced to 0 levels by a toothwraith emerge as lacedons (aquatic ghouls) at the next high tide. (Monster Menagerie Oceans of Blood)
Lich: The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.
The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery.
Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.
"Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Powerful spellcasters who bind their souls into valuable artifacts called phylacteries. (Undead Revisited)
Liches are spellcasters who bind their souls into special receptacles called phylacteries. (Undead Revisited)
Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living. (Undead Revisited)
One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality. (Undead Revisited)
It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love. (Undead Revisited)
The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve. (Undead Revisited)
Liches, the twisted spellcasters who lock away their souls so death may never claim them. (Undead Revisited)
The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death. (100% Crunch Liches)
The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. (100% Crunch Liches)
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. (100% Crunch Liches)
Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. (100% Crunch Liches)
“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. (100% Crunch Liches)
In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought. (GM's Miscellany: Places of Power II)
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. (GM's Miscellany: Places of Power II)
Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)
Lich Human Necromancer 11: ?
Mohrg: Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.
The spirits of serial killers and those who exult in the taking of life. (Undead Revisited)
Those who exult in the needless taking of life sometimes return to the world after death as mohrgs. (Undead Revisited)
Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. (Undead Revisited)
There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath. (Undead Revisited)
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death. (Undead Revisited)
Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie. (Undead Revisited)
Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead). (Undead Revisited)
All mohrgs have been cursed into their condition—either by the gods or by a spellcaster. (Undead Revisited)
Mohrgs, the undead murders who rise after death to stalk the streets. (Undead Revisited)
Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. (Legendary Worlds: Terminus)
Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)
Create Undead spell, caster level 18th or higher.
Raise Undeath spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)
Mummy: Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell.
Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.
Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning. (Classic Horrors Revisited)
What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution.
Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy, granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities. (Classic Horrors Revisited)
While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies. (Classic Horrors Revisited)
Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist. (Classic Horrors Revisited)
Created to guard the tombs of the honored dead. (Beginner's Box)
Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy. (Monster Focus: Mummies)
Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. (Southlands Campaign Setting)
Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. (Southlands Campaign Setting)
Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more.
Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. (Southlands Campaign Setting)
Create Undead spell, caster level 15th to 17th.
Raise Undeath spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)
Shadow: A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities. (Undead Revisited)
Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves. (Undead Revisited)
Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold. (Undead Revisited)
As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer. (Undead Revisited)
On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner). (Undead Revisited)
Death at the hands of a shadow means becoming one. (Undead Revisited)
Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey. (Undead Revisited)
Years ago, a young noblewoman lost in the woodlands beheld a holy vision on a hilltop and founded a small abbey there, whose sisterhood cared for all lost souls who came to its doors. Their kindness proved their undoing when a lost mercenary unit took advantage of their hospitality, only to rob and set fire to the abbey’s great hall with the sisters trapped inside. But the shadows that danced in the hellish light of the flames visited upon the soldiers all of the pain they had inflicted, and left none alive. (Undead Revisited)
Historically, it’s known that the runelords of ancient Thassilon sometimes employed shadows, taking those traitors or servants who displeased the runelords and ripping their shadows away, killing these mortal subjects and turning their shadows into phantasmal servitors and spies capable of serving for eternity. These shadows subsisted on the life force of their victims, in turn stealing the victims’ shadows to create new servitors for their vile masters. While the records are unclear about which runelord was the first to harness the undead in this manor, various reports cite Zutha (Runelord of Gluttony, and a powerful necromancer), Belimarius (Runelord of Envy), and Karzoug (Runelord of Greed), and many of the lesser necromancers in the empire embraced the practice as well. (Undead Revisited)
Shadows were well known in ancient Osirion as well—drawings and hieroglyphs concerning them decorate ancient tombs buried in the desert. Many of those same tombs are haunted by hungry shadows, awaiting tomb-robbers and explorers. Some of these shadows are guardians and protectors against those who would defile the dead, who owe their horrible existences to decadent nobles who commanded that their retinues be entombed alive with them. In other tombs, however, the resident shadows are the soul-shells of greedy and grasping pharaohs and viziers, unable to let go of what they held in life and determined to guard it forever after death. Either way, the result is the same for unfortunate tomb-raiders and archaeologists. (Undead Revisited)
While undead in general are the work of Urgathoa, shadows are often also associated with Norgorber, the god of greed, secrecy, and murder. Indeed, some worshipers of Norgorber refer to shadows as “emissaries of the Gray Master” or “Blackfinger’s claws,” and believe the god takes the shadows of the faithful after death and makes them his proxies in the mortal world, infused with a measure of his killing power. (Undead Revisited)
Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited)
Shadows, those souls too covetous and miserly to relinquish their grasp on life. (Undead Revisited)
Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead. (Classic Horrors Revisited)
As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)
A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. (Book of Beasts Monsters of the Shadow Plane)
The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Mountains of Madness)
This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living. (Treasure of NeoExodus: Claw of Xon)
Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on. (Treasure of NeoExodus: Claw of Xon)
Create Greater Undead spell, caster level 15th or lower.
Raise Undeath spell word, boosted. (Book of Magic 10 Undead Spell Words)
Spawn of the Shadows feat. (Undefeatable 20: Shadowdancer)
Spawn of the Shadows feat. (Undefeatable: The Collected Feats Sourcebook)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Shadow Greater: Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims
A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow. (Undead Revisited)
Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited)
Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (Advanced Bestiary)
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)
If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow. (Book of Beasts Legendary Foes)
A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. (Book of Beasts Legendary Foes)
At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. (Mountains of Madness)
Create Greater Undead spell, caster level 19 with Shadow Walk spell. (Undead Revisited)
Raise Undeath spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Skeletal Champion: "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals.
Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)
As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. (Game Mastery Guide)
While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors. (100% Crunch Skeletal Champions)
“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. (100% Crunch Skeletal Champions)
Create Undead spell, caster level 11 with Enervation or Energy Drain spell. (Undead Revisited)
Revenancer's Rage spell. (Gothic Grimoires To Serve a Prince Undying)
Raise Undeath spell word. (Book of Magic 10 Undead Spell Words)
Skeletal Champion Human Warrior 1: ?
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic.
"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)
Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)
Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living. (Beginner's Box)
As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. (Game Mastery Guide)
Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletal Champions)
Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletons)
“Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system. (100% Crunch Skeletons)
Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3). (100% Crunch Skeletons)
This skeleton is an undead creature animated by magic to perform single-minded tasks. (Behind the Monsters Omnibus)
A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)
The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)
As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)
The creature is a skeleton, an undead abomination created from the bones of a dead creature. (Monster Focus: Skeletons)
A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. (Monster Menagerie Kingdom of Graves)
Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness)
Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness)
The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)
With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak)
Animate Dead spell.
Animate Dead Lesser spell. (Mythic Monsters 9: Undead)
Animate Dead Minor spell. (Monster Focus: Skeletons)
Call the Dead spell. (Monster Focus: Skeletons)
Bone Sword magic item. (Monster Focus: Skeletons)
Release From Flesh spell. (Shadows Over Vathak: Hauntlings – Enhanced Racial Guide)
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Undead Crew spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG))
Animation by Touch feat. (Obsidian Apocalypse)
Murderous Necromancy feat. (Undefeatable 13: Assassin)
Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook)
Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable 12: Arcane Archer)
Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable: The Collected Feats Sourcebook)
Bonewarped Eternity disease. (Pathways 51)
Skeleton Human Warrior 1: ?
Skeleton Bloody: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Call the Dead spell. (Monster Focus: Skeletons)
Skeleton Burning: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies. (Undead Revisited)
Call the Dead spell. (Monster Focus: Skeletons)
Spectre: Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.
Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife.
Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil. (Undead Revisited)
Areas infested with the foul followers of Zyphus are often prime locations for spectres, as the cultists’ souls tend to linger on the mortal plane after death, rewarded with undeath and allowed to continue their dark deeds on Golarion. Other gods also command the respect of these undead, however, and the creatures’ spawning ability means spectral clerics in the service of Urgathoa quickly rise within her clergy, the dark spirits’ endless hunger for life force and control of an army of spawn a fitting homage to the Pallid Princess. Geb’s ruling class contains several powerful spectres, some of which host decadent, energy-draining banquets in their unhallowed halls, feasting on buffets of sentient souls, with the victims rising as spawn to expand the nation’s legions of incorporeal spies and infiltrators. (Undead Revisited)
Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres. (Classic Horrors Revisited)
As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)
Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. (Book of Beasts Monsters of the Shadow Plane)
Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. (Creepy Creatures Bestiary of the Bizarre)
The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)
Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round. (Mythic Monsters 9: Undead)
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons)
Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds. (Scions of Evil)
Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)
Create Greater Undead spell, caster level 18th to 19th.
Raise Undeath spell word, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Vampire: “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice.
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days.
The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited)
Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. (Advanced Bestiary)
Calix Sabinus can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Fallen Of Obsidian Twilight: Calix Sabinus)
The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)
Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…
• …the corpse is jumped over by an animal.
• …the body bore a wound which had not been treated with boiling water.
• …the corpse was an enemy of the church in life.
• …the corpse was a mage in life.
• …the corpse was born a bastard.
• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).
On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:
• A good person need not fear rising as a vampire.
• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.
• Certain blessings performed over the body can prevent the corpse from rising as a vampire.
• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave. (Liber Vampyr)
A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. (Monster Menagerie Kingdom of Graves)
Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)
Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Obsidian Apocalypse)
Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)
After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. (Wayfinder 5)
Vampire human sorcerer 8: ?
Vampire Spawn: A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.
The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)
Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves. (Classic Horrors Revisited)
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)
A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. (GM's Miscellany: Places of Power)
Gahlgax can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Vilran can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Tregereth can create a spawn when she slays a creature with blood drain or energy drain. (Scions of Evil)
Daveth can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Margh can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Terl can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days. (Scions of Evil)
Cadan can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)
Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)
Wight: Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior.
Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession. (Undead Revisited)
The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch. (Undead Revisited)
Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator. (Undead Revisited)
More tragically, wights can also arise spontaneously. (Undead Revisited)
Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die. (Undead Revisited)
More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom. (Undead Revisited)
But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners. (Undead Revisited)
Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate. (Undead Revisited)
Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained. (Undead Revisited)
Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered. (Undead Revisited)
A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration. (Undead Revisited)
A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell. (Undead Revisited)
Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds. (Undead Revisited)
Wights can be found nearly anywhere on Golarion, though they are encountered most frequently in areas that have seen a long history of war and strife, especially in and around the battlegrounds and burial grounds of fallen empires. Places like the River Kingdoms and western Iobaria with their innumerable failed settlements and petty battlefields are fertile breeding grounds for wights, as are war-torn frontiers like those between Taldor and Qadira, and lands tainted with prolonged suffering like Galt and Nidal. Wights are most associated with humans, but evil dwarves have a long tradition of creating loyal tomb guardians to ward their mausoleums, while the ancient exodus of the elves (and the terrible fates suffered by those who remained) make wights a recurring plague in reclaimed elven holdings. And of course, like most undead, they’re more common in areas where cults of Urgathoa operate. (Undead Revisited)
Wights are less common in Garund than elsewhere, as the funerary practices and necromantic traditions there have long favored mummification for the preservation of the honored dead and for guardianship of tombs. Wights are prevalent, however, in the flooded ruin and innumerable shipwrecks of the Sodden Lands, the Shackles, and the rain-lashed coasts around the Eye of Abendego. These desperate wights sometimes live in a perverse mockery of life, seeing themselves as the last survivors of their villages (or voyages), not realizing that they are truly dead. (Undead Revisited)
Far to the east, the cruel rakshasas of Jalmeray exult in the temptation and corruption of the unwary into the kind of unspeakable vileness that leads these unfortunates to become wights in death, serving the rakshasas as loyal bodyguards and assassins. (Undead Revisited)
Packs of wights are a long-standing menace at the triune borderland of Ustalav, Lastwall, and the Hold of Belkzen. The Virlych dead lands surrounding the ruins of Gallowspire, steeped in horror, are haunted by the tormented remnants of those harrowed an age ago by the Whispering Tyrant’s magics, bodies shredded and spirits flensed until nothing but pain and deathless rage remained. Patrols from Vigil exterminate these wights whenever they are found, but on more than one occasion a patrol has simply disappeared, until a later patrol suffered a tragic encounter with the corrupted remains of the righteous fallen. (Undead Revisited)
Across the border in Belkzen, honor is for the living, and wherever the warriors fall is where they rot. On rare occasions, notable leaders are buried in lone cairns, but more often when burial is required (such as when an army dies on land the victors wish to inhabit), all of the fallen from a single battle are interred in a mass barrow with their leader. These funerary rites often awaken one or more wights that embrace the charge of leading the dead. Unusually powerful orc priests, shamans, or witches may also travel at times through the Hold visiting the various tribes to create guardian wights or take control of those that arise spontaneously. (Undead Revisited)
Of all these lands, however, the ones most associated with wights are the cold Kellid and Hallit lands of the north, from long-lost Sarkoris in the east to the Lands of the Linnorm Kings in the west. No strangers to suffering and misery, nor to war and cruelty, these realms are liberally scattered with barrows, dolmens, and cairns. Some are haunted by wights of their own, but legend tells of the White Legion, an army of frost wights gathered beyond the Crown of the World, culled from the lost and the dead of all the cold lands. Their purpose is a mystery, but enemies of Irrisen fear they may be in league with Baba Yaga and her witch daughters. (Undead Revisited)
Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. (Advanced Bestiary)
Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. (Beasts of Legend Coldwood Codex)
Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds. (Enemies of NeoExodus: Folding Circle)
Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. (Mor Aldenn Creature Compendium)
Any humanoids slain by a mythic wight become nonmythic wights themselves in one round. (Mythic Monsters 9: Undead)
Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)
Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. (Wayfinder 15)
Create Undead spell, caster level 14 with Enervation spell. (Undead Revisited)
Raise Undeath spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Wight Brute: Giants that are killed by wights become hunchbacked, simple-minded undead.
Wight Cairn: Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites.
Wight Frost: Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair.
Wraith: A humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Wraiths are undead creatures born of evil and darkness.
Wraiths, much like spectres, arise from souls tainted by evil lives. (Undead Revisited)
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds. (Undead Revisited)
The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil. (Classic Horrors Revisited)
As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)
The dread wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)
The wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)
A humanoid slain by a mythic wraith becomes a wraith in 1 round. (Mythic Monsters 9: Undead)
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)
Create Greater Undead spell, caster level 16th to 17th.
Raise Undeath spell word, boosted, caster level 16th or higher. (Book of Magic 10 Undead Spell Words)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Wraith Dread: A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith.
Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. (Bestiary 5)
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)
Individual Curse Death Magic. (Tome of Adventure Design)
Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. (Tome of Horrors 4)
Zombie: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead).
Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)
Zombies are the animated corpses of dead creatures. (Beginner's Box)
On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. (Game Mastery Guide)
Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombie Lords)
Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombies)
“Zombie” is an acquired template that can be added to any corporeal creature. (100% Crunch Zombies)
Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. (100% Crunch Zombies)
Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature. (100% Crunch Zombies)
A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later. (Creature Components Volume 1)
A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)
Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. (Dunes of Desolation)
Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Companion Pathfinder RPG Edition)
The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)
Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie. (Liber Vampyr)
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness)
Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness)
Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. (Mythic Monsters 16: Monstrous Humanoids)
The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)
With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak)
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)
Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design)
Individual Curse Death Magic. (Tome of Adventure Design)
Animate Dead spell.
Animate Dead Lesser spell. (Mythic Monsters 9: Undead)
Animate Dead Minor spell. (Monster Focus: Skeletons)
Flesh Rot spell. (Monster Focus: Zombies)
Mythic Flesh Puppet spell. (Mythic Magic: Horror Spells)
Mythic Flesh Puppet Horde spell. (Mythic Magic: Horror Spells)
Mythic Flesh Wall spell. (Mythic Magic: Horror Spells)
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Animation by Touch feat. (Obsidian Apocalypse)
Murderous Necromancy feat. (Undefeatable 13: Assassin)
Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook)
Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable 12: Arcane Archer)
Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable: The Collected Feats Sourcebook)
Ash Pendant magic item. (Monster Focus: Zombies)
Invader's Bugle magic item. (Treasury of Winter)
Necrotic Pool. (GM's Miscellany: Dungeon Dressing)
Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)
Zombie Rot disease. (GM's Miscellany: Dungeon Dressing)
Zombie Human: ?
Zombie Fast: Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control.
Anyone who dies from juju fever rises as a fast zombie at the next midnight. (30 Variant Dragons)
Vermin killed by a cave fisher mohrg rise immediately as fast zombies. (Advanced Bestiary)
Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later. (Creature Components Volume 1)
A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie. (Fell Beasts Volume 2)
Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies. (Monster Menagerie Pumpkin Stalker)
Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw. (Mythic Monsters 27: COLOSSAL)
Zombie Plague: Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.
Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. (100% Crunch Zombie Lords)
Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. (Book of Beasts Monsters of the Shadow Plane)
Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. (Monster Focus: Zombies)

Bestiary 2
Attic Whisperer: An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect.
An attic whisperer is the spirit of a small child who met his or her end as a result of neglect. (GM's Miscellany: Alternate Dungeons)
Create Undead spell, caster level 13 with Crushing Depair and Fear spells and corpse of a child. (Undead Revisited)
Raise Undeath spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)
Banshee: A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.
Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm. (Undead Revisited)
In the Darklands, the perpetual betrayals of drow society typically lack the sympathetic tragedy required to create banshees, although a new breed of exceptionally clever young noble daughters have learned to intricately manipulate their treacheries to give rise to the creatures, whether born from the betrayal of a matron mother, the mutiny of a favored daughter, or the gradual winning and then dashing of an underling’s trust. (Undead Revisited)
Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court. (Book of Beasts Legendary Foes)
The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. (Tome of Horrors 4)
Create Greater Undead spell, caster level 20 with Fear and Wail of the Banshee spells and the corpse of a female elf. (Undead Revisited)
Raise Undeath spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Bat Skaveling: Skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.
Bodak: A humanoid slain by a bodak's death gaze rises as a bodak 24 hours later.
When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak.
A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss). (Undead Revisited)
Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience. (Undead Revisited)
When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks. (Undead Revisited)
Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer. (Undead Revisited)
If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately. (Undead Revisited)
Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough. (Undead Revisited)
Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken. (Undead Revisited)
The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak. (Undead Revisited)
The strange religions found in the Mwangi Expanse sometimes demand sacrifices and dark rituals. Explorers and adventurers unlucky enough to be caught by these more sinister tribes, particularly the zealots of Angazhan living in the ape city of Usaro, are sometimes transformed by bizarre and terrifying demonic rites. These bodaks roam the jungles of the Mwangi Expanse, terrorizing the inhabitants and sometimes transforming entire villages into their own kind. (Undead Revisited)
Bodaks, the eyeless horrors twisted by sights no one was meant to see. (Undead Revisited)
Bodaks are extraplanar undead created when living beings are touched by great evil. (Advanced Bestiary)
The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. (Forgotten Foes)
Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. (Forgotten Foes)
Create Greater Undead spell, caster level 20 corpse must be cast in the Abyss. (Undead Revisited)
Raise Undeath spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Crawling Hand: Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts.
Create Undead spell, caster level 11 severed hand of a medium or smaller humanoid. (Undead Revisited)
Raise Undeath spell word. (Book of Magic 10 Undead Spell Words)
Crawling Hand Giant: ?
Create Undead spell, caster level 14 with Enlarge Person spell and severed hand of a large or larger humanoid. (Undead Revisited)
Raise Undeath spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)
Crypt Thing: Necromancers and other spellcasters create them.
A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source).
They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. (Forgotten Foes)
Create Undead spell, caster level 16 with Teleport spell (Undead Revisited)
Raise Undeath spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)
Draugr: These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects.
The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. (Dunes of Desolation)
Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. (Marshes of Malice)
Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters)
Any humanoid slain by a doomed derelict becomes a draugr. (Wayfinder 8)
Create Undead spell, caster level 12. (Undead Revisited)
Raise Undeath spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)
Draugr Captain: ?
Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters)
Dullahan: Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders.
Create Undead spell, caster level 17 with decapitated humanoid corpse. (Undead Revisited)
Raise Undeath spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)
Dullahan Greater: ?
Nightshade: Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest.
While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife.
Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet. (Undead Revisited)
Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead. (Undead Revisited)
Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil. (Undead Revisited)
They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends. (Undead Revisited)
Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place. (Undead Revisited)
The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being. (Undead Revisited)
Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings. (Undead Revisited)
Nightshades are monstrous undead composed of shadow and evil. (Pathways Bestiary)
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwave: ?
Nightshade Nightwing: ?
Poltergeist: A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.
It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. (Dunes of Desolation)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)
The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. (Pathways 22)
A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. (Pathways 22)
Ravener: Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.
"Ravener" is an acquired template that can be added to any evil true dragon of an age category of ancient or older.
The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon. (Undead Revisited)
While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days. (Undead Revisited)
Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead. (Undead Revisited)
The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers. (Undead Revisited)
Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener. (Book of Beasts Legendary Foes)
Ravener Red Wyrm: ?
Revenant: Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer.
Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited)
Revenancer's Rage spell. (Gothic Grimoires To Serve a Prince Undying)
Totenmaske: Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires.
A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell.
Create Greater Undead spell, caster level 18 caster must be a cleric. (Undead Revisited)
Raise Undeath spell word, boosted, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)
Winterwight: The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice.
Witchfire: When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires.
Create Greater Undead spell, caster level 19 with corpse of a hag. (Undead Revisited)
Raise Undeath spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)
Zombie Juju: A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.
"Juju zombie" is an acquired template that can be added to any living corporeal creature.
A juju zombie is an animated corpse of a creature, created to serve as an undead minion. (100% Crunch Zombies)
“Juju zombie” is an acquired template that can be added to any living corporeal creature. (100% Crunch Zombies)
A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. (Advanced Bestiary)
Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant. (Book of Beasts Legendary Foes)
Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. (Dunes of Desolation)
Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. (Mythic Monsters 22: Emissaries of Evil)
Create Undead spell, caster level 11 with Enervation or Energy Drain spell. (Undead Revisited)
Raise Undeath spell word. (Book of Magic 10 Undead Spell Words)
Zombie Juju Human: ?
Zombie Void: An infected creature who dies from an Akata's void death rises as a void zombie 2d4 hours later.
A humanoid killed by void death becomes a void zombie.
A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease. (100% Crunch Zombies)

Bestiary 3
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death.
Allips are the undead souls of those who took their own lives out of madness and insanity. (Undead Revisited)
While rarer than those arising from more mundane insanity, some allips in Golarion start out in life as priests of the Old Cults who delve too deeply into the maddening secrets of their faith, taking their own lives when mysteries better left unrevealed spark a consuming darkness in their souls. The corrupting demon Sifkesh revels in driving mortals toward insanity and eventual suicide, and regions harboring her cults often have significant populations of the babbling spirits. The city of Westcrown, in particular, owes its high concentration of allips to the demon, particularly during the period known as the White Plague. The city’s elite had made something of a game of corrupting souls and driving them toward madness, and the militant order known as the Hellknights was formed to put an end to their murder spree and combat the plague of allips that resulted from it. (Undead Revisited)
Souls of the insane too hate-crazed and vicious to find their ways to the afterlife. (Classic Horrors Revisited)
One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment. (GM's Miscellany: Alternate Dungeons)
Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)
Create Greater Undead spell, caster level 15 with Insanity spell. (Undead Revisited)
Raise Undeath spell word, boostedc. (Book of Magic 10 Undead Spell Words)
Baykok: When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks.
Berbalang: ?
Bhuta: A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires.
Deathweb: A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive.
Demilich: In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich's physical form succumbs to decay over the centuries. In time, only the lich's skull remains intact. Yet the bonds of undeath keep the lich's remains from final dissolution. Vestiges of the lich's intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich's will to live strengthen the skull, rendering it harder than any steel. The lich's greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich's eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever.
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich's body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich's phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich's mind is doomed to wander until the end of days.
In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. (100% Crunch Liches)
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich. (100% Crunch Liches)
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days. (100% Crunch Liches)
Demilich Awakened: Under exceptional conditions, a lich's full consciousness survives its transformation into a demilich, or a lich's wandering intellect manages to return to its jeweled skull.
Dybbuk: A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.
Ecorche: ?
Festrog: A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals.
Ghul: Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs.
Graveknight: Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death.
"Graveknight" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.
Some warriors are too arrogant to die. (Undead Revisited)
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. (Undead Revisited)
Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. (Undead Revisited)
Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. (Undead Revisited)
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his
afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built. (Undead Revisited)
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible. (Undead Revisited)
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures. (Undead Revisited)
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.
Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul. (Undead Revisited)
Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers. (Undead Revisited)
Graveknights, whose lust for battle knows no end—not even in death. (Undead Revisited)
Graveknight Human Fighter 10: ?
Guecubu: Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered.
Hollow Serpent: Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters.
A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
While most huecuvas arise when a god rejects a heretic priest's soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check.
Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister. (GM's Miscellany: Alternate Dungeons)
Create Undead spell, caster level 11 with corpse of a cleric. (Undead Revisited)
Raise Undeath spell word. (Book of Magic 10 Undead Spell Words)
Manananggal: ?
Pale Stranger: Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity.
Penanggalen: Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one.
Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents.
"Penanggalen" is an acquired template that can be added to any living creature with 5 or more Hit Dice
When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset.
Penanggalen Human Witch 5: ?
Sea Bonze: Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity.
Tzitzimitl: Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation.
Vampire Jiang-Shi: A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon.
"Jiang-shi" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Most jiang-shis were once humans, but any creature that undergoes specific rites can acquire the template.
Vampire Jiang-Shi Human Monk 5: ?
Yukki-Onna: A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial.
Zuvembie: Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim's death, while success means it reanimates as a free-willed zuvembie.

Bestiary 4
Bakekujira: Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira.
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.
A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth 100 gp and the casting of one air walk or fly spell. Beheaded can be created with additional abilities from the list below. Creating a variant beheaded counts as 1 additional Hit Die toward the caster's maximum Hit Dice of controlled undead.
Ectoplasmic Creature: Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature's original body for its soul to inhabit in the form of a skeleton or zombie.
"Ectoplasmic" is an acquired template that can be added to any corporeal creature (other than an undead)
Ectoplasmic Human: ?
Festering Spirit: A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
A festering spirit arises when a vile person's corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature's personality.
Gaki: When an especially jealous or greedy evil person dies, it sometimes returns as a gaki.
Gallowdead: Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it.
Gashadokuro: Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death.
Gearghost: Formed from the unquiet soul of a thief wrenched from life by a wicked trap
Geist: A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call.
Gholdako: A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.
Gholdako Greater: ?
Harionago: A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge.
Isitoq: A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head's eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse.
Mummified Creature: Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures.
To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife.
"Mummified creature" is an acquired template that can be added to any living corporeal creature.
Mummified Gynosphinx: ?
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.
The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature.
In order to create a necrocraft, a spellcaster must use at least five undead creatures (or their corpses), all of which must be under the creator's control, helpless, or slain. A larger undead or corpse can be used in place of two that are one size smaller. The creator must stitch, glue, or otherwise bind the parts together in the desired configuration, then cast animate dead and make whole to complete the construction (the material component cost of animate dead is 50 gp per Hit Die of the final necrocraft). The creator can't create a necrocraft with more Hit Dice than her caster level. As with animate dead, the necrocraft is under the creator's control when created. Note that creating a necrocraft requires casting a spell with the evil descriptor.
Size HD CP CR Number of Undead Required
Medium 4d8 2 3 5
Large 7d8 3 5 10
Huge 10d8 4 7 25
Gargantuan 14d8 5 9 50
Colossal 18d8 6 11 100
Phantom Armor: Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor.
Phantom Armor Giant: Arising from the armored remains of towering humanoids.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 15th to create a giant phantom armor.
Pickled Punk: Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid.
The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later. (Mythic Monsters 9: Undead)
Sayona: Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself.
Shredskin: A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature's soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive.
Vampire Nosferatu: Unable to create others of their kind, as they somehow lost that ability long ago.
"Nosferatu" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Vamire Nosferatu Human Rogue 9: ?
Warsworn: Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons.
A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers.
Zombie Lord: "Zombie lord" is an acquired template that can be added to any corporeal creature (other than undead) that has a minimum Intelligence of 3.
Some zombies retain their intelligence and cunning, making them formidable warriors. (100% Crunch Zombie Lords)
“Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3. (100% Crunch Zombie Lords)
Zombie Lord Human Monk 3: ?

Ghoul: When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability.

Bestiary 5
Bone Ship: Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures.
The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims' souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean's bottom before rising to the surface to take vengeance on the living.
Caller in Darkness: A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying.
Crone Queen: Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga's daughters.
Cursed King: Pharaohs punish disloyal subjects in horrific ways, especially usurpers, rebel leaders, and false prophets who attempt to subvert the order of the nation and the loyalty of the ruler's other followers. After torture and decapitation, the rebels' souls are bound back into their mutilated bodies, transforming them into mummified mockeries of ambition and authority that exist for eternity in unliving agony.
Death Coach: ?
Duppy: A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea.
Fext: ?
Ghoul Leng: A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Gravebound: Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies.
Grim Reaper: As silent as the grave and as inevitable as time, grim reapers are more akin to forces of nature than individual beings, being nothing less than personifications of grim, violent death.
Grim Reaper Lesser Death: It is whispered among dark cabals and occult fellowships that the first soul unshackled from its mortal coil faced its final judgment with scorn and defiance. This creature was so outraged by the metaphysical order of the multiverse that it became a kind of rogue deity dedicated to the ending of all other lives. Particularly powerful creatures killed by this unforgiving deity become the servants of their slayer, spreading death wherever they wander. The least powerful of these lethal servants are called lesser deaths.
Kurobozu: Kurobozus, also called black monks, are jealous undead that arise when a monk dies under circumstances that violate the precepts of his or her monastic training.
Leechroot: Leechroots emerge from the remains of plants poisoned by the blood-drenched soils of war-torn forests. Chaotic intertwinings of rotten roots, these monstrosities quickly spread their curse, soaking other dead plants in their sap to spawn horrid offspring.
Leechroot Hivemind: Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind.
Mummy Lord Human Cleric 9: ?
Mummy Lord: Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot.
"Mummy lord" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils,and other mummification materials.
Mummy Swamp: Strangled into unlife in the filth and muck of the deep mire, swamp mummies haunt the festering depths of isolated, desolate fenlands.
Some swamp mummies are cursed by dark powers to return to unlife, while others are the victims of sacrifices or criminal executions in which the bodies were thrown into a peat bog. The nature of the death and the emotional power of the victim are both contributing factors as to whether or not the victim crawls from its swampy grave as a swamp mummy.
Nemhain: A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost.
Pharaonic Guardian: Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity.
Plagued Horse:
Plagued Beast: Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity.
When animals are stricken with demon plague, they may arise as undead and further spread the disease.
"Plagued beast" is an acquired template that can be added to a living, corporeal creature with an Intelligence score of 1 or 2.
Polong: Polongs are the spirits of murderers who have been magically bound to a bottle.
Saxra: ?
Tiyanak: Born of tragedy and sorrow that have warped into hatred and fury, tiyanaks are formed from the souls of infants or young children that died near locales tainted with strong necromantic energies or demonic presences. The young soul blends with the corrupted energies, birthing a stunted and mocking apparition of the deceased, obsessed with devouring nearby sentient life.
Undigested: Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead.
Undigested Swarm: Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead.
Vukodlak: Vukodlaks spawn from the malignant spirits of powerful, intelligent, wolflike creatures such as worgs, winter wolves, or werewolves. Often they arise from such creatures that—through desperation or depravity—fed on undead flesh or drank the blood of a vampiric creature. Their blackened souls arise after death, twisting their bodies into monstrous shapes.
Wyrmwraith: Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife.

Ghoul: A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Skeletal Champion: Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds.
Skeleton: Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds.
Wraith Dread: Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds.

Bonus Bestiary
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the paths to the afterlife, trapped in a state between life and death.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
Most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, but this is not the only way a huecuva can come into being. A huecuva can be created using create undead. The caster must be at least 11th level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster level check. Creating a huecuva in this way is considered to be one of the most heinous things that can be done to a cleric that has passed away. The faithless aura of huecuvas created from the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based off that ability.

Inner Sea Bestiary
Apostasy Wraith: When the souls of the followers of the Living God Razmir reach Pharasma’s Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance.
Charnel Colossus: A charnel colossus is an amalgam of scores, even hundreds, of individuals who, upon death, chose to be interred under special ritual circumstances with others of like mind. This allowed them to feed their individual life experiences into an undying corporation of the collective whole.
Petrified Maiden: Petrified maidens are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb. The wizard king Geb himself cursed the warriors, turning them to stone and creating what is now known as the Field of Maidens. While a petrified maiden appears at first glance to be a construct, it has in fact been animated by the restless undead spirit of the warrior maiden it once was. The nature of Geb’s curse remains mysterious even today—it is simply known that occasionally the spirits of the slain inhabit their stony corpses and lurch to vengeful unlife.
Spellscarred Fext: The abominable undead known as Spellscar fexts are formed by wayward spellcasters who perish in the sprawling badlands of the Mana Wastes, their bodies and souls perverted by the unpredictable primal energies that surge throughout the Spellscar Desert.
The unnatural and corruptive transformations a fallen victim undergoes as it turns into a Spellscar fext render its body hard and especially resilient to the magical energies of most spellcasters. In a peculiar twist, the same corruptive energy that causes spells to bounce off of Spellscar fexts’ hides also strangely renders them susceptible to glass and glass-based weapons.
Vampire Vetala: Vetalas are said to be the spirits of children “born evil,” who never received burial rites upon their deaths. Sometimes one of these evil spirits takes hold of a corpse—not necessarily its own—which becomes its anchor to the mortal world.
“Vetala” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature).

Undead Revisited
Larger Bodak: A giant that falls prey to a bodak’s deadly gaze.
Smaller Bodak: Small humanoids that become bodaks.
Bodak Multiple Heads: A bodak created from a creature with multiple heads, such as an ettin, becomes deadlier because it has more eyes with which to project its horrific stare.
Desert Mohrg: A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs.
Fleshwalker Mohrg: When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result.
Frost Mohrg: A frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment.
Mohrg-Mother: Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child.
Demonic Mohrg: In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs
Nightshade Nightskitter: ?
Ravener Nightmare: The ritual to become a nightmare ravener requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu.
Ravener Thassilonian: The runelords of Thassilon, particularly the necromancer Zutha, often traded their powerful magical secrets to dragons in return for a period of servitude while the dragons lived. When this period ended, the runelord would aid the dragons in making the transition from living to undead. The methods for these rituals still exist in certain Thassilonian ruins, and are invariably guarded by the raveners who used the rituals to transcend their own mortality.
Shadow Distorted: ?
Shadow Hidden One: ?
Shadow Plague: Victims of this supernatural disease, shadow blight, quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion.
Upon death, the victim of shadow blight becomes a plague shadow.
Shadow Shadetouch: ?
Shadow Vanishing: Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip through the Shadow Plane.
Allip Scribbling: ?
Spectre Corpulent: Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid.
Wraith White: Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness.
Wight Dust: Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert.
Wight Mist: ?
Wight Lord: Where typical wights rise from a wide variety of individuals, wight lords rise from the bodies of despotic rulers or ruthless generals.
A wight lord can rise from the remains of any cruel or sadistic leader, but those who were higher than 11th level when they perished retain some of their previous life’s knowledge—although not all of it. When this occurs, subtract 11 from the creature’s previous number of class levels to determine the total number of class levels the wight lord possesses.

Undead: Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death.
The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time).
Bodak: Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience.
When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks.
Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer.
If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately.
Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough.
Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken.
The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak.
Create Greater Undead spell, caster level 20 corpse must be cast in the Abyss.
Devourer: Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted.
Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them.
Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair.
Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse.
Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers.
They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness.
Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes.
Graveknight: Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.
Some warriors are too arrogant to die.
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife.
Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence.
Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities.
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his
afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.
Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul.
Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers.
Lich: Powerful spellcasters who bind their souls into valuable artifacts called phylacteries.
Liches are spellcasters who bind their souls into special receptacles called phylacteries.
Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living.
One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality.
It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love.
The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve.
Mohrg: The spirits of serial killers and those who exult in the taking of life.
Those who exult in the needless taking of life sometimes return to the world after death as mohrgs.
Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies.
There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath.
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.
Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.
Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead).
All mohrgs have been cursed into their condition—either by the gods or by a spellcaster.
Nightshade: Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet.
Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead.
Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil.
They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends.
Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place.
The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being.
Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings.
Ravener: The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon.
While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days.
Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead.
The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers.
Shadow: Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities.
Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves.
Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.
As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer.
On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner).
Death at the hands of a shadow means becoming one.
Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey.
Shadow Greater: A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow.
Create Greater Undead spell, caster level 19 with Shadow Walk spell.
Spectral Dead: Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world.
No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world.
Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers.
Allip: Allips are the undead souls of those who took their own lives out of madness and insanity.
Create Greater Undead spell, caster level 15 with Insanity spell.
Banshee: Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm.
Create Greater Undead spell, caster level 20 with Fear and Wail of the Banshee spells and the corpse of a female elf.
Spectre: Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil.
Wraith: Wraiths, much like spectres, arise from souls tainted by evil lives.
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.
Wight: Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession.
The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch.
Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator.
More tragically, wights can also arise spontaneously.
Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die.
More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom.
But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners.
Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate.
Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained.
Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered.
A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration.
A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell.
Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds.
Create Undead spell, caster level 14 with Enervation spell.
Attic Whisperer: Create Undead spell, caster level 13 with Crushing Depair and Fear spells and corpse of a child.
Crawling Hand: Create Undead spell, caster level 11 severed hand of a medium or smaller humanoid.
Crawling Hand Giant: Create Undead spell, caster level 14 with Enlarge Person spell and severed hand of a large or larger humanoid.
Crypt Thing: Create Undead spell, caster level 16 with Teleport spell
Draugr: Create Undead spell, caster level 12.
Dullahan: Create Undead spell, caster level 17 with decapitated humanoid corpse.
Huecuva: Create Undead spell, caster level 11 with corpse of a cleric.
Zombie Juju: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Skeletal Champion: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Totenmaske: Create Greater Undead spell, caster level 18 caster must be a cleric.
Witchfire: Create Greater Undead spell, caster level 19 with corpse of a hag.
Skeleton Burning: Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.

Classic Horrors Revisited
Ghoul Larger: A giant that succumbs to ghoul fever.
Ghoul Smaller: Small humanoids who become ghouls.
Ghoul Fire Giant: A fire giant ghoul.
Ghoul Frost Giant: A frost giant ghoul.
Ghoul Lycanthrope: While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope.
Skeleton Acid: ?
Skeleton Electric: ?
Skeleton Frost:
Skeleton Exploding: ?
Skeleton Host Corpse: ?
Skeleton Mudra: ?
Skeleton Multiplying: ?
Skeleton Archer: ?
Vampire Aswang: A terrifying breed of vampire typically haunting lands of the distant east, aswangs only arise from female victims.
Vampire Vyrkolakas: ?
Zombie Alchemical: This zombie has been created through alchemical processes rather than necromantic magic.
This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombie Lords)
This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombies)
Zombie Brain-Eating: Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.
Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombie Lords)
Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombies)
Zombie Cursed: Created as the result of a powerful curse rather than through necromantic spells.
Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombie Lords)
Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombies)
Zombie Gasburst: ?
Zombie Host Corpse: ?
Zombie Relentless: ?

Ghost: More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity.
Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual.
Allip: Souls of the insane too hate-crazed and vicious to find their ways to the afterlife.
Shadow: Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead.
Spectre: Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres.
Wraith: The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil.
Ghoul: Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad.
Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur.
Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course.
Ghoul Ghast: In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.
It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts.
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts.
Ghoul Lacedon: Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck.
Boggard, Merfolk: These races always spawn into lacedons.
Mummy: Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning.
What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution.
Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy,
granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities.
While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies.
Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist.
Vampire: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Vampire Spawn: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves.
Vampire Nosferatu: ?
Skeleton: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Skeleton Champion Magus: ?
Zombie: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Zombie Lord: ?
Zombie Lord Magus: ?

Beginner's Box
Undead: A dead body or spirit animated by an evil power.
Ghost: Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead.
Ghoul: ?
Mummy: Created to guard the tombs of the honored dead.
Skeletal Champion: ?
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living.
Zombie: Zombies are the animated corpses of dead creatures.

Game Mastery Guide
Haunt: The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure.
Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous. (GM's Miscellany: Alternate Dungeons)
If tragedy befell the village, undead citizenry might haunt the adventure site. (GM's Miscellany: Alternate Dungeons)
Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own. (GM's Miscellany: Alternate Dungeons)
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)
Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region. (GM's Miscellany: Alternate Dungeons)
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. (GM's Miscellany: Alternate Dungeons)
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (GM's Miscellany: Alternate Dungeons)
When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk. (GM's Miscellany: Alternate Dungeons)
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (GM's Miscellany: Alternate Dungeons)
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons)
Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss. (GM's Miscellany: Alternate Dungeons)
On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms. (GM's Miscellany: Alternate Dungeons)
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)
Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead. (Two Dozen Dangers: Haunts)
Bleeding Walls: ?
This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house. (Alternate Dungeons: Haunted House)

Undead: Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors.
Heroes who perished in the battle against the uprising return as fearsome undead generals.
Zombie: On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc.
Skeleton: As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk.
Skeletal Champion: As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves.
Ghoul: ?
Wight: ?
Ghost: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Shadow: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Wraith: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Spectre: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Lich: ?
Dread Wraith: ?
Vampire: ?
Mummy: ?
Greater Shadow: ?
Mohrg: ?
Ghast: ?
Vampire Spawn: ?

Inner Sea Gods
Mother's Maw: Created from the skull of a fallen titan.

Inner Sea Races
Undead: Alien in the truest sense of the word, androids are sophisticated constructs that blur the boundaries between living beings and machines. Though their bodies are synthetic, they have souls, they respond to healing and other spells as if they were organic creatures, and they can even become undead, though they are also susceptible to effects that affect constructs.
Ghoul: ?
Vampire: ?
Nosferatu: ?
Jiang-Shi: ?
Vetala: ?
Zombie: ?
Wight: ?

Inner Sea World Guide
Daughter of Urgathoa: Within the church of the goddess of undeath, few more coveted stations exist than daughter of Urgathoa, yet no high priest can bestow the title, and no living worshiper can take the role. Rather, daughters of Urgathoa are selected by the fickle goddess herself, chosen from her most zealous and accomplished priestesses only at the moment of their deaths.

Monster Codex
Frightful Haunter: Occasionally, the desire to cause fear and misery survives even when a bugbear dies.
Ghoul Huntsmaster, Ghoul Ranger 6: ?
Corpse Cat: ?
Ghoul Commander, Ghoul Antipaladin 7: ?
Masked Murderer, Ghoul Bard 8: ?
Ancient Gravedigger, Ghoul Oracle 10: ?
Ghoul Monarch, Ghoul Sorcerer 12: ?
Skaveling: ?
Sootwing Bat: ?
Ghoul Hound: ?
Grathkoll: ?
Ghoul Creeper, Ghoul Rogue 3: ?
Ghoul Stalker, Ghoul Rogue 6: ?
Vampire Seducer, Human Vampire Bard 5: ?
Vampire Warrior, Vishkanya Jiang-Shi Vampire Fighter 7: When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her.
Vampire Savage, Half-Orc Barbarian 9: ?
Enlightened Vampire, Human Vampire Monk 11: ?
Vampire Lord, Half-Elf Vampire Magus 14: ?
Vampire Spawn Human Rogue 2: ?
Vampire Spawn Template: “Vampire spawn” is an acquired template that can be added to any living creature with 4 or more Hit Dice.

Ghoul: Always searching for the flesh of humanoids, ghouls thrive where people live, and their domains steadily expand as the creatures infect new victims with ghoul fever.
Potential victims have good reason to fear ghouls, as dying of ghoul fever is a horrifying fate. From the onset of the disease, an insatiable hunger overcomes the victim, yet her body begins to reject all normal food and drink. If denied food, the victim becomes increasingly desperate and violent as her hunger grows. Feeding the victim flesh from a corpse temporarily alleviates her cravings, but does not slow the onset of the disease. Eventually, the victim’s mortal body fails entirely. After the victim finally dies, she wakes up at the next stroke of midnight, obsessed with the hunger for flesh.
Vampire, Moroi: Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn.
Other types of vampire exist, some of them arising from rare or even unique circumstances, but the following are the most notable types. Haunt: A frightful haunter has so much rage and desire to create fear that it can actually create a haunt once per hour. Each haunt has a CR no greater than the frightful haunter’s CR – 2, and often takes a form either tied to the location the frightful haunter selects for it or inspired by the victims the frightful haunter hopes to frighten.
Occasionally, the desire to cause fear and misery survives even when a bugbear dies. Such a creature can detach part of its vile nature to create frightening spiritual traps in the form of haunts.
Ghast: ?
Lich: ?
Lacedon: ?
Undead: Corpse Companion feat.
Vampiric Companion feat.
Ravener: ?
Vampire Spawn: Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn.
Jiang-Shi: Created when a restless spirit does not leave its corpse at the time of death, a jiang-shi more closely resembles a rotting corpse than other vampires do.
Nosferatu: Nosferatu cannot create others of their kind, thus their numbers are dwindling.

Corpse Companion
You have an undead animal companion.
Prerequisites: Animal companion class feature, ghoul.
Benefit: Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.

Vampiric Companion
Just as your undead existence mocks nature, so too does your twisted companion reflect the vile nature of vampirism.
Prerequisites: Dhampir or vampire, nongood alignment, 10th level in a class that grants a familiar or animal companion.
Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains fast healing 5 as well as your vampire or dhampir weaknesses. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are.
Jiang-Shi: While the creature is adjacent to or in your square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi.
Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it’s forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it).
Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using the spider climb vampire ability, even if its anatomy is not suitable for climbing (such as a horse).
Special: If your animal companion or familiar is destroyed, dismissed, or lost, you can apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature.
You can select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar.

Mythic Adventures
Mythic Lich Human Lich Cleric 13: ?
Mythic Lich: “Mythic lich” is an acquired template that can be added to any creature with the lich template.
Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead)
Mythic Mummy: A mythic mummy is the preserved and animated remains of royalty—the honored dead a common mummy is compelled to protect.
Advanced Mummy: As a swift action, a mythic mummy can expend one use of mythic power to transform a slain opponent into a non-mythic mummy with the advanced simple template.
Mythic Human Skeleton: ?
Mythic Skeleton: A mythic skeleton is an animated corpse created with mythic magic such as mythic animate dead.
“Mythic skeleton” is an acquired template that can be added to any creature with the skeleton template.
Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead)
Mythic Animate Dead spell.
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Mythic Bloody Skeleton: ?
Mythic Burning Skeleton: ?
Mythic Skeletal Champion: ?
Mythic Vampire Human Vampire Fighter 7: ?
Mythic Vampire: A mythic vampire has ties to the earliest of its kind, being either one of the first vampires or the offspring of such ancient creatures.
“Mythic vampire” is an acquired template that can be added to any creature with the vampire template.
At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampire instead of a vampire spawn or non-mythic vampire.
Mythic Agile Skeleton: Mythic Animate Dead spell.
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Mythic Savage Skeleton: Mythic Animate Dead spell.
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Mythic Agile Zombie: Mythic Animate Dead spell.
Torpid Reanimation spell. (Mythic Magic: Horror Spells)
Mythic Savage Zombie: Mythic Animate Dead spell.
Torpid Reanimation spell. (Mythic Magic: Horror Spells)

Ghoul: ?
Shadow: ?
Wraith: ?
Mohrg: ?
Vampire: ?
Vampire Spawn: ?

ANIMATE DEAD Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.

Mythic Realms
Agmazar the Star Titan: After his destruction at the claws of the kaiju King Mogaro, Agmazar rose as an undead behemoth.
In a cataclysmic battle that wiped out every living creature for miles, King Mogaru slew the invader from the stars and left the body burned and broken, after which he returned to his deep lake lair for a long rest.
King Mogaru, however, didn’t know the alien powers engrafted within the Star Titan—fail-safes created long ago by the Balance, its makers upon the planet Verces, who created it as an ultimate weapon against undead invaders from Eox. If Agmazar were killed, these unholy energies would raise it, not to life that might once again be snuffed out by the undead, but to titanic unlife that would make it an invincible weapon.
Its death activated its failsafe programming.
Arazni: Once the virtuous herald of the god Aroden, the wizard Arazni was raised as a lich by the necromancer Geb.
But even in death Arazni found no comfort. She lay in rest only 67 years before the overzealous Knights of Ozem provoked the witch-king Geb, who raised some of the fallen knights as grave knights and sent them to bring Arazni’s revered remains to him. Not content with her corpse, he infused deathless vitality into her and bound her spirit up in her bones, making her his Harlot Queen.
Kortash Khain: ?
Whispering Tyrant: Slain by a god and risen as a lich.
Tar-Baphon had intended to die by Aroden’s hand all along. His studies had revealed to him that his only true path to immortality lay in undeath. For Tar-Baphon’s last step in becoming a lich beyond compare, he needed to be killed by a god, and Aroden served this purpose. The process sparked by Aroden took time, however, and for 2,307 years Tar-Baphon’s body laid dead in the ground before he returned to grim unlife. The Whispering Tyrant was born.
Ghoul: A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.

Occult Adventures
Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power.
Human Zombie: Occultist Necromancy Implement Necromantic Servant focus power.
Bloody Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power level 9.
Burning Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power level 9.
Fast Human Zombie: Occultist Necromancy Implement Necromantic Servant focus power level 9.

Haunt: ?
Ghost: ?

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Osirion Legacy of Pharaohs
Pharaonic Guardian: Pharaonic guardians were created when an egotistical Osirian pharaoh used now-lost techniques to ritually draw upon the fear of the countless slaves and servants who built her monuments. When enough of these minions were driven into self-destruction trying to provide for the pharaoh’s decadent demands, she knitted their souls together to create the first pharaonic guardians.

Pathfinder Unchained
Ghost Graft: A soul unable to rest becomes a spectral undead creature.
Graveknight Graft: ?
Lich Graft: This spellcaster retained its magical powers after it died and rose again in undeath.
Skeleton Graft: The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead.
Vampire Graft: ?
Zombie Graft: A reanimated corpse can become a sluggish and unthinking zombie.
Zombie Minotaur: ?
Vampire Cleric: ?

Undead: Undead are once-living creatures that have been reanimated by spiritual or supernatural forces.
Ghoul: ?

Player's Companion: Dwarves of Golarion
Undead: ?
Zombie: ?
Wight: ?
Ghost: ?

Starfinder Core Rulebook
Urgathoa: Urgathoa was once a mortal with a hunger for life so tremendous that she rebelled against the notion of being judged by Pharasma when she died, instead tearing herself away from the Lady of Graves’s endless line of souls and returning from the Great Beyond as the universe’s first undead creature.

Undead: The Positive Energy Plane and its dark twin, the Negative Energy Plane, exist to create and destroy life, respectively. While the Negative Energy Plane drains life and creates strange mockeries of it (and is responsible for animating undead creatures), the Positive Energy Plane is no safer, as its pure vitality overwhelms and consumes mortal bodies.
Animate Dead spell.
Skeleton: ?
Zombie: ?
Shadow: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.
Wraith: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.

ANIMATE DEAD 4 4
School necromancy
Casting Time 1 standard action
Range touch
Targets one or more corpses
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.
You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.
The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.

Ultimate Intrigue
Ghost: The PCs have killed their nemesis, but his obsession causes him to rise from death as a ghost with the unfinished business of defeating the PCs. His spirit rises 1d4 days after his death, and his ghost is tied to his possessions from life.
Revenant: The PCs kill a fanatic follower of the nemesis, who returns from death as a revenant.
Witchfire: Long ago, a powerful hag led a wicked coven that sought to destroy the kingdom of Gaheris. Seeking to turn enemies into allies, the king of Gaheris convinced the two weaker sisters to break their coven and betray their leader. In exchange, he used magic to reincarnate them into humans and married them to two of his most powerful dukes. The hags sealed their elder sister in her shack and burned her alive, only to see her to rise as a powerful witchfire.
Draugr: ?
Dullahan: ?
Ghoul: ?
Ghul: ?
Huecuva: ?
Skeletal Champion: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Villain Codex
The Eminent Spellqueen, Human Lich Sorcerer 12: ?
Fevered Ravener, Ghast Slayer 4: ?
Undead Apostle, Dwarf Graveknight Fighter 8: Before his death and rise as a graveknight, the undead apostle belonged to the adventuring company that slew the Reaper. In the final assault on her stronghold, the apostle became separated from his companions and the cult defeated him, hoping to learn who had sent the adventurers or else to turn him against his former allies and send him out to undermine and dishearten them. The cult initially kept him alive, but he ultimately burned to death in the fire his allies set to destroy the Reaper. Believing their comrade dead, they left him behind. He rose from the ashes with the fire still alive in his soul, burning with hatred for those who had left him to die.
“You, of all people, have the gall to ask me ‘why?’ After everything we went through, after all the times we fought side by side, you left me there. You left me surrounded by walking corpses and murderers. You left me to die in darkness and disease, and you made damn sure I did when you burned it all down around me just to save your own skin. You didn’t even have the kindness to dispatch me quickly—you didn’t even bother to see if whether was possible to save me. Oh no, you were all too ready to let me suffer before I died. Yet I suppose I should thank you, in the end, because it opened my eyes to the truth of this wretched existence. After the ashes cooled and I arose, I realized that life is the real plague, old friend, and the Reaper and her undead followers are the cure. Now it is time for me to return the favor and help you embrace real power.”
—The undead apostle, in a last conversation with an old companion
The newest addition to the cult’s leadership, the undead apostle, is a dwarven graveknight who perished and rose again when he and his adventuring company attempted—successfully—to slay the Reaper.
The Reaper, Human Ghost Cleric 9:
Ghost Captain, Human Ghost Psychic 8: ?
Juju Zombie Pirate Thug: ?

Undead: Followers of Urgathoa revere all sicknesses as worldly expressions of her divine will, but none more so than the pallid gift, which opens its victims’ fevered minds to the glory of the Pallid Princess. Creatures that die while afflicted with the disease rise as undead, but some creatures form a symbiotic bond with it and become pallid vectors.
Plague Zombie: When a pallid vector dies, it rises as a plague zombie 1 round later. Instead of zombie rot, it spreads pallid gift. Sprinkling holy water on the body (a standard action) before it rises prevents this. A humanoid pallid vector that kills itself ritualistically or dies within a desecrate effect or other area that promotes undeath rises as a more powerful undead instead, as if it had died from pallid gift.
A nonhumanoid pallid gift-infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot.
A humanoid pallid gift-infected creature with 1-3 HD that dies rises as a plague zombie.
Ghast: A humanoid pallid gift-infected creature with 4-5 HD that dies rises as a ghast.
Wight: A humanoid pallid gift-infected creature with 6-7 HD that dies rises as a wight.
Vampire: A humanoid pallid gift-infected creature with 8+ HD that dies rises as a vampire.
Draugr: ?

Pallid Gift: melee attacks; save Fort DC = 10 + 1/2 the pallid vector’s Hit Dice + its Con modifier; onset immediate; frequency 1/day; effect 1d6 Constitution damage and 1d6 Wisdom damage, the infected creature is fatigued, the ability damage can’t be healed, and the fatigue can’t be removed while the creature is infected; cure 2 consecutive saves. A nonhumanoid infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot. A humanoid infected creature that dies rises as an undead according to its HD.
Hit Dice Monster
1–3 Plague zombie
4–5 Ghast
6–7 Wight
8+ Vampire
 
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Voadam

Legend
Pathfinder 1e #, A-B

Pathfinder 1e #, A-B
8-Bit Adventures - The Legend of Heroes
Burning Skull: Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.

8-Bit Adventures: Vampire Slayer Gear
Axe Knight: ?
Knight: ?
Medusa Head: ?
Red Skeleton: ?

Graveknight: ?
Skeletal Champion: ?
Beheaded: ?
Mummy: ?
Bloody Skeleton: ?
Skeleton: ?
Zombie: ?

8-Bit Adventures Welcome to the Fungal Kingdom
Scaredy Ghost: ?
Undead Turtle: The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the haunted mansions of the Fungal Kingdom.
At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.
It can be created by an animate dead spell, but only if the subject was originally a turtle soldier.

30 Variant Dragons
Fast Zombie: Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.

100% Crunch Kobolds
Kobold Skeleton: ?
Kobold Zombie: ?

100% Crunch Liches
Atrophied Lich: A lich that remains immobile and insensible for extended periods of time can grow atrophied.
Forsaken Lich: The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end.
In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence.
“Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition.
Awakened Demilich: Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull.
Elf Lich Magus 11: ?
Halfling Lich Cleric 11: ?
Human Lich Wizard 11: ?
Human Lich Druid 11: ?
Human Forsaken Lich Cleric 11: ?
Dwarf Lich Oracle 12: ?
Half-Elf Lich Wizard 12: ?
Pugwampi Lich Druid 12: ?
Sylph Lich Sorcerer 12: ?
Demilich: ?
Dhampir Forsaken Lich Wizard 13: ?
Green Hag Lich Wizard 12: ?
Human Lich Cleric 13: ?
Human Lich Magus 13: ?
Serpentfolk Lich Wizard 11: ?
Drider Lich Bard 11: ?
Ghaele Lich: ?
Halfling Lich Bard 14: ?
Half-Orc Lich Oracle 14: ?
Drow Noble Lich Leric 14: ?
Drow Noble Lich Wizard 14: ?
Human Lich Sorcerer 5/Dragon Disciple 10: ?
Human Forsaken Lich Ranger 15: ?
Advanced Serpentfolk Lich Cleric 13: ?
Elf Lich Magus 16: ?
Venerable Half-Orc Lich Druid 16: ?
Human Lich Oracle 16: ?
Puckwudgie Lich Druid 13: ?
Advanced Demilich: ?
Drider Lich Sorcerer 9: ?
Dwarf Lich Cleric 17: ?
Human Lich Wizard 17: ?
Advanced Serpentfolk Lich Wizard 15: ?
Ancient Green Dragon Lich: ?
Elf Lich Wizard 18: ?
Human Lich Bard 18: ?
Human Lich Ranger 18: ?
Nymph Lich Druid 11: ?
Awakened Demilich Oracle 16: ?
Old Red Dragon Lich Sorcerer 2: ?
Serpentfolk Lich Cleric 17: ?
Succubus Lich Sorcerer 15: ?

Lich: The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death.
The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul.
Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Demilich: In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich.
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.

100% Crunch Skeletal Champions
Skeletal Champion: While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors.
“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic.
Acid Skeleton: ?
Electric Skeleton: ?
Frost Skeleton: ?
Archer Skeleton: ?
Armoured Skeleton: Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies.
Cursed Skeleton: Created as the result of a powerful curse rather than through necromantic spells.
Exploding Skeleton: ?
Magus Skeleton: ?
Mudra Skeleton: ?
Six-Armed Skeleton: ?
Multiplying Skeleton: ?
Under-Equipped Skeleton: Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality.
Bloody Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Burning Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Skeletal Champion Dwarf Warrior 1: ?
Skeletal Champion Elf Warrior 1: ?
Skeletal Champion Archer Goblin Warrior 1: ?
Skeletal Champion Goblin Warrior 1: ?
Skeletal Champion Archer Human Warrior 1: ?
Skeletal Champion Human Warrior 1: ?
Exploding Skeletal Champion Kobold Warrior 2: ?
Skeletal Champion Elf Fighter 1: ?
Skeletal Champion Archer Human Ranger1: ?
Skeletal Champion Hobgoblin Fighter 1: ?
Skeletal Champion Orc Barbarian 1: ?
Skeletal Champion Archer Urdefhan: ?
Skeletal Champion Centaur: ?
Skeletal Champion Drow Fighter 2: ?
Skeletal Champion Archer Elf Rogue 3: ?
Skeletal Champion Gnoll Warrior 2: ?
Magus Skeleton Goblin Bard 3: ?
Magus Skeleton Drow Noble Cleric 3: ?
Magus Skeleton Bloody Skeleton Dwarf Cleric 3: ?
Archer Magus Skeleton Elf Wizard 4: ?
Magus Skeleton Human Sorcerer 4: ?
Skeletal Champion Annis Hag: ?
Archer Skeletal Champion Janni Rogue 2: ?
Skeletal Champion Orc 4: ?
Magus Skeleton Archer Urdefhan Wizard 6: ?
Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1: ?
Skeletal Champion Redcap: ?
Skeletal Champion Archer Urdefhan Fighter 4: ?
Skeletal Champion Very Young Blue Dragon: ?
Acid Burning Electric Skeletal Champion Doppelganger Ranger 1: ?
Archer Skeletal Champion Green Hag Rogue 4: ?
Archer Magus Skeleton Urdefhan Cleric 8: ?
Magus Skeleton Centaur Druid 8: ?
Magus Skeleton Human Bard 8: ?
Archer Skeletal Champion Ogre Mage Fighter 1: ?
Skeletal Champion Redcap Ranger 2: ?
Skeletal Champion Doppelganger Rogue 2/Warrior 6: ?
Bloody Magus Skeleton Dwarf Cleric 8: ?
Archer Skeletal Champion Erinyes Fighter 1: ?
Magus Skeleton Rakshasa: ?
Burning Electric Magus Skeleton Doppelganger Ranger 5: ?
Magus Skeleton Green Hag Sorcerer 10: ?
Skeletal Champion Orc Barbarian 9: ?

100% Crunch Skeletons
Dire Rat Skeleton: ?
Dog Skeleton: ?
Drow Skeleton: ?
Dwarf Skeleton: ?
Dwarf Crossbowman Skeleton: ?
Elf Skeleton: ?
Elf Archer Skeleton: ?
Gnome Skeleton: ?
Goblin Skeleton: ?
Half-Orc Skeleton: ?
Halfling Skeleton: ?
Hobgoblin Skeleton: ?
Human Skeleton: ?
Human Archer Skeleton: ?
Kobold Skeleton: ?
Merfolk Crossbowman Skeleton: ?
Merfolk Skeleton: ?
Orc Javelin Thrower Skeleton: ?
Orc Skeleton: ?
Advanced Human Skeleton: ?
Advanced Hobgoblin Skeleton: ?
Bloody Goblin Skeleton: ?
Burning Orc Skeleton: ?
Grave Chill Skeleton: ?
Human Mudra Skeleton: ?
Under-Equipped Bugbear Skeleton: ?
Armoured Gnoll Skeleton: ?
Boggard Skeleton: ?
Bugbear Skeleton: ?
Crocodile Skeleton: ?
Dolphin Skeleton: ?
Hippogriff Skeleton: ?
Sahuagin Skeleton: ?
Troglodyte Skeleton: ?
Warhorse Skeleton: ?
Wolf Skeleton: ?
Advanced Troglodyte Skeleton: ?
Bunyip Skeleton: ?
Deinonychus Skeleton: ?
Dire Ape Skeleton: ?
Dire Wolf Skeleton: ?
Grizzly Bear Skeleton: ?
Lion Skeleton: ?
Ogre Skeleton: ?
Sea Hag Skeleton: ?
Shark Skeleton: ?
Annis Hag Skeleton: ?
Bearded Devil Skeleton: ?
Exploding Mudra Ogre Skeleton: ?
Giant Frilled Lizard Skeleton: ?
Girallon Skeleton: ?
Salt Water Merrow Skeleton: ?
Tiger Skeleton: ?
Troll Skeleton: ?
Vodyanoi Skeleton: ?
Acid Girallon Skeleton: ?
Burning Armoured Troll Skeleton: ?
Cave Giant Skeleton: ?
Chimera Skeleton: ?
Dire Lion Skeleton: ?
Green Hag Skeleton: ?
Medusa Skeleton: ?
Ogre Mage Skeleton: ?
Water Naga Skeleton: ?
Bloody Ogre Mage Skeleton: ?
Criosphinx Skeleton: ?
Dire Bear Skeleton: ?
Elasmosaurus Skeleton: ?
Elephant Skeleton: ?
Ettin Skeleton: ?
Giant Snapping Turtle Skeleton: ?
Grave Chill Dire Lion Skeleton: ?
Hill Giant Skeleton: ?
Androsphinx Skeleton: ?
Bloody Cursed Green Hag Skeleton: ?
Dire Crocodile Skeleton: ?
Dire Tiger Skeleton: ?
Dragon Turtle Skeleton: ?
Frost Giant Skeleton: ?
Ghaele Skeleton: ?
Siyokoy Skeleton: ?
Young Adult Bronze Dragon Skeleton: ?
Cetaceal Skeleton: ?
Cloud Giant Skeleton: ?
Fire Giant Skeleton: ?
Fjord Linnorm Skeleton: ?
Great Cyclops Skeleton: ?
Horned Devil Skeleton: ?
Marilith Skeleton: ?
Planetar Skeleton: ?
Sea Serpent Skeleton: ?
Great White Whale Skeleton: ?
Ice Linnorm Skeleton: ?
Mature Adult Red Dragon Skeleton: ?
Old Bronze Dragon Skeleton: ?
Pit Fiend Skeleton: ?
Storm Giant Skeleton: ?
Tyrannosaurus Skeleton: ?
Very Old Black Dragon Skeleton: ?

Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic.
“Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system.
Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3).
Acid Skeleton: ?
Electric Skeleton: ?
Frost Skeleton: ?
Archer Skeleton: ?
Armored Skeleton: ?
Cursed Skeleton: Created as the result of a powerful curse rather than through necromantic spells.
Exploding Skeleton: ?
Mudra Skeleton: ?
Six-Armed Mudra Skeleton: ?
Multiplying Skeleton: ?
Under-Equipped Skeleton: ?
Bloody Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Burning Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.

100% Crunch Zombie Lords
Zombie Lord Dwarf Fighter 1: ?
Zombie Lord Archer Goblin Rogue 2: ?
Zombie Lord Hobgoblin Fighter 1: ?
Magus Zombie Human Cleric 2: ?
Zombie Lord Merfolk Fighter 1: ?
Zombie Lord Sahuagin: ?
Magus Zombie Archer Elf Fighter 1/Wizard 2: ?
Zombie Lord Archer Gnoll Ranger 1: ?
Zombie Lord Archer Half-Orc Rogue 3: ?
Zombie Lord Human Monk 3: ?
Zombie Lord Jackalwere: ?
Magus Zombie Gnoll Adept 4: ?
Zombie Lord Ogre Warrior 2: ?
Zombie Lord Archer Pugwampi Fighter 2: ?
Magus Zombie Sahuagin Cleric 4: ?
Zombie Lord Archer Tiefling Rogue 4: ?
Magus Zombie Aranea: ?
Magus Zombie Gnoll Cleric 5 : ?
Zombie Lord Archer Hobgoblin Fighter 4: ?
Sea Hag Acid Zombie Lord: ?
Zombie Lord Archer Bearded Devil Fighter 1: ?
Cyclops Relentless Zombie Lord: ?
Zombie Lord Dwarf Fighter 5: ?
Zombie Lord Ettin: ?
Zombie Lord Human Monk 6: ?
Zombie Lord Babau Rogue 1: ?
Zombie Lord Archer Gnoll Ranger 5: ?
Zombie Lord Mudra 6 Arms Harpy: ?
Magus Zombie Tiefling Sorcerer 7: ?
Zombie Lord Aboleth Fighter 1: ?
Magus Zombie Elf Wizard 8: ?
Zombie Lord Ettin Ranger 2: ?
Zombie Lord Archer Medusa Ranger 1: ?
Frost Magus Zombie Babau Oracle 4: ?
Magus Zombie Drider Sorcerer 2: ?
Zombie Lord Archer Stone Giant Rogue 2: ?
Magus Zombie Young Green Dragon Sorcerer 2: ?
Magus Zombie Dhampir 10: ?
Magus Zombie Archer Elder Stone Giant Sorcerer 2: ?
Zombie Lord Archer Elf Fighter 4/Rogue 6: ?
Zombie Lord Human Monk 10: ?
Magus Zombie Drider Sorcerer 4: ?
Magus Zombie Mudra 6 Arms Harpy Oracle 8 : ?
Magus Zombie Rakshasa Fighter 1: ?

Zombie: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
Zombie Lord: Some zombies retain their intelligence and cunning, making them formidable warriors.
“Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3.
Acid Zombie: ?
Electric Zombie: ?
Frost Zombie: ?
Alchemical Zombie: This zombie has been created through alchemical processes rather than necromantic magic.
Archer Zombie: ?
Armoured Zombie: Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.
Brain-Eating Zombie: Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.
Cursed Zombie: Created as the result of a powerful curse rather than through necromantic spells.
Exploding Zombie: ?
Gasburst Zombie: ?
Host Corpse Zombie: ?
Magus Zombie: ?
Mudra Zombie: ?
Mudra Six-Armed Zombie: ?
Preserved Zombie: As part of the animation process of a zombie, gentle repose is also cast following the casting of animate dead. The spells are modified slightly during casting.
Relentless Zombie: ?
Under-Equipped Zombie: ?
Fast Zombie: ?
Plague Zombie: Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.

100% Crunch Zombies
Dire Rat Zombie: ?
Dog Zombie: ?
Drow Zombie: ?
Dwarf Zombie: ?
Elf Zombie: ?
Exploding Halfling Zombie: ?
Fast Human Zombie: ?
Gnome Zombie: ?
Goblin Zombie: ?
Half-Orc Zombie: ?
Halfling Zombie: ?
Hobgoblin Zombie: ?
Human Zombie: ?
Kobold Zombie: ?
Merfolk Zombie: ?
Orc Zombie: ?
Armoured Gnoll Zombie: ?
Bugbear Zombie: ?
Dolphin Zombie: ?
Fast Wolf Zombie: ?
Human Void Zombie: ?
Troglodyte Zombie: ?
Warhorse Zombie: ?
Wolf Zombie: ?
Crocodile Zombie: ?
Dire Ape Zombie: ?
Hippogriff Zombie: ?
Relentless Brain-Eating Plague Human Zombie: ?
Human Juju Zombie Rogue 2: ?
Ogre Zombie: ?
Sea Hag Zombie: ?
Acid Shark Zombie: ?
Bearded Devil Zombie: ?
Dire Wolf Zombie: ?
Grizzly Bear Zombie: ?
Fast Lion Zombie: ?
Tiger Zombie: ?
Troll Zombie: ?
Vodyanoi Zombie: ?
Annis Hag Zombie: ?
Dire Lion Zombie: ?
Giant Frilled Lizard Zombie: ?
Girallon Zombie: ?
Green Hag Zombie: ?
Medusa Zombie: ?
Ogre Mage Zombie: ?
Salt Water Merrow Zombie: ?
Aboleth Zombie: ?
Cave Giant Zombie: ?
Chimera Zombie: ?
Cursed Water Naga Zombie: ?
Dire Bear Zombie: ?
Ettin Zombie: ?
Hill Giant Zombie: ?
Under-Equipped Ghaele Zombie: ?
Androsphinx Zombie: ?
Criosphinx Zombie: ?
Dire Tiger Zombie: ?
Dragon Turtle Zombie: ?
Elephant Zombie: ?
Frost Giant Zombie: ?
Orca Zombie: ?
Stone Giant Zombie: ?
Cloud Giant Zombie: ?
Dire Crocodile Zombie: ?
Fire Giant Zombie: ?
Giant Snapping Turtle Zombie: ?
Horned Devil Zombie: ?
Marilith Zombie: ?
Planetar Zombie: ?
Young Adult Bronze Dragon Zombie: ?
Alchemical Cetaceal Zombie: ?
Black Dragon Zombie: ?
Great Cyclops Zombie: ?
Fjord Linnorm Zombie: ?
Pit Fiend Zombie: ?
Sea Serpent Zombie: ?
Storm Giant Zombie: ?
Tyrannosaurus Zombie: ?
Cursed Exploding Relentless Fire Giant Zombie: ?
Great White Whale Zombie: ?
Human Juju Zombie Fighter 9: ?
Ice Linnorm Zombie: ?
Mature Adult Red Dragon Zombie: ?
Old Bronze Dragon Zombie: ?
Spinosaurus Zombie: ?

Zombie: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
“Zombie” is an acquired template that can be added to any corporeal creature.
Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability.
Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature.
Fast Zombie: ?
Juju Zombie: A juju zombie is an animated corpse of a creature, created to serve as an undead minion.
“Juju zombie” is an acquired template that can be added to any living corporeal creature.
Plague Zombie: These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie’s contagion rise as zombies themselves when they perish.
Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.
Acid Zombie: ?
Electric Zombie: ?
Frost Zombie: ?
Alchemical Zombie: This zombie has been created through alchemical processes rather than necromantic magic.
Archer Zombie: ?
Armoured Zombie: Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.
Brain Eating Zombie: Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.
Cursed Zombie: Created as the result of a powerful curse rather than through necromantic spells.
Exploding Zombie: ?
Gasburst Zombie: ?
Host Corpse Zombie: ?
Mudra Zombie: ?
Mudra Zombie Six Arms: ?
Preserved Zombie: As part of the animation process of a zombie, gentle repose is cast after animate dead. The spells are modified slightly during casting.
Under-Equipped Zombie: Under‐equipped zombies are normal zombies with armour and weapons that have the broken quality.
Void Zombie: A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease.

Advanced Bestiary
Blood Knight: Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner.
“Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood.
Blood Knight Dwarf Fighter 13 Thrax the Red: Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died.
Dread Blood Knight: Dread blood knights arise from the most evil of warrior despots.
Dread Blood Knight Barbarian 8 Varn: Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight.
Dread Allip: A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.
“Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.
A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.
Dread Allip Lunar Naga: Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky.
Allip Creature: ?
Otyugh Allip: ?
Dread Bodak: A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak.
Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.
“Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect.
Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds.
Dread Bodak Tyrannosaurus: ?
Bodak Creature: ?
Cyclops Bodak: ?
Dread Devourer: Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality.
“Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.
Dread Devourer Purple Worm: ?
Devourer Creature: ?
Aboleth Devourer: Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across.
Dread Ghast: The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.
“Dread Ghast” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.
Dread Ghast Gnoll Ranger 4 Dermock: ?
Ghast Creature: ?
Shoggoth Ghast The Crawling Rot: ?
Dread Ghost: “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10.
Dread Ghost Medusa Bard 8 Mistress of the Marsh: She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned.
Dread Ghoul: Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive.
“Dread Ghoul” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this.
When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56)
Dread Ghoul Frost Giant: ?
Ghoul Creature: ?
Giant Spider Ghoul: ?
Dread Lacedon: Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.
“Dread Lacedon” is an acquired template that can be added to any living creature.
Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.
Dread Lacedon Great White Whale: ?
Lacedon Creature: ?
Salt Water Merrow Lacedon: ?
Dread Lich: Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.
“Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.
An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless
the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent
death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same
plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought
to the plane on which the dread lich was destroyed.
Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base
creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The
phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation.
The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC
of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.
A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use
of powerful magic such as wish or miracle.
Thanatotic Titan Dread Lich Appolus: For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich.
Dread Mohrg: “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines.
Advanced Fast Zombie: Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie.
Dread Mohrg Seven-Headed Cryohydra: ?
Mohrg Creature: ?
Cave Fisher Mohrg: Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect.
Dread Mummy: “Dread Mummy” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy.
Dread Mummy Harpy: ?
Mummy Creature: ?
Gnoll Mummy Cleric 8 The Keeper: ?
Dread Poltergeist: A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.
“Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.
Dread Poltergeist Athach: This particular poltergeist athach died in a mudslide in the lee of the hill that was his home.
Poltergeist Creature: ?
Orc Poltergeist Barbarian 3 Curse of the Blood Clan: ?
Dread Shadow: “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds.
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Dread Shadow Achaierai: ?
Shadow Creature: Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature.
The shadow creature’s create spawn ability creates only shadow creatures.
The greater shadow creature’s create spawn ability creates only shadow creatures.
Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4)
Strix Shadow Rogue 1: ?
Greater Shadow Creature: ?
Greater Shadow Dire Rat: ?
Dread Greater Shadow Creature: ?
Dread Greater Shadow Yaogui: ?
Dread Skeleton: “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.
Dread Skeleton Blink Dog: ?
Dread Spectre: “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds.
Dread Spectre Nymph: ?
Spectre Creature: Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds.
Half-Elf Spectre Aristocrat 4/Expert 4: In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune.
Dread Vampire: “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.
Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse.
Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death.
Night Hag Dread Vampire Cailleach Bheur: ?
Dread Wight: Dread wights are the animated remains of creatures that were terribly violent and hateful in life.
“Dread Wight” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.
Dread Wight Gargoyle: ?
Wight Creature: The wight creature’s create spawn ability creates only wight creatures.
Wight Pixie: ?
Dread Wraith Sovereign: “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.
When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life).
Dread Wraith Sovereign Trumpet Archon: ?
Dread Wraith Creature: ?
Dread Wraith Dire Bear: ?
Wraith Creature: There is no minimum HD required to gain the wraith template.
Rhinoceros Wraith:
Dread Zombie: Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.
“Dread zombie” is an acquired template that can be added to any corporeal living creature.
A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.
Dread Zombie Aasimar Oracle 6: Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living.
Dunesage Ghoul: A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.
Dunesage Ghast: A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.
Negative Energy-Charged Creature: Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.
“Negative energy-charged” is an acquired template that can be added to any undead creature.
empower undead spell.
Negative Energy-Charged Wight: More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane.
Positive Energy-Charged: When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it.
“Positive-energy charged” is an acquired template that can be added to any undead creature.
When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points.
Positive Energy-Charged Nightwalker: ?

Devourer: Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse.
Ghoul: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia.
Ghoul Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.
Shadow: The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Shadow Greater: Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims.
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Vampire: Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death.
Wight: Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds.
Wraith: The dread wraith creature's create spawn ability creates only wraiths.
The wraith creature's create spawn ability creates only wraiths.
Wraith Dread: Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.
Zombie Fast: Vermin killed by a cave fisher mohrg rise immediately as fast zombies.
Bodak: Bodaks are extraplanar undead created when living beings are touched by great evil.
Zombie Juju: A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.

empower undead
School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature)
Range: touch
Target: undead creature touched
Duration: Instantaneous
Saving Throw: Will negates; Spell Resistance: yes
Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.

Alien Evolution: Cosmic Race Guidebook
Invectron: The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion.

Ghoul: ?

Alien Evolution: Cosmic Race Guidebook
Invectron: The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion.

Ghoul: ?

Alternate Dungeons: Haunted House
Anguish: ?
Dancing Decor: ?
Slamming Door: ?

Undead: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.
Ghost: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in.
Spectre: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Wraith: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor.
Poltergeist: When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains.
Shadow: Shadows are formed when mortal creatures have their very souls drained by other shadows.
Vampire: ?
Witchfire: Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death.
Haunt: Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits.
Bleeding Walls: This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.

Alternate Paths: Divine Characters 2 Odd Gods
Undead: A dead body has no soul but their soul room still exists. What actually happens when a creature is turned into an undead is that their soul room is forced open and the caster is placed inside. Liches gain 1 soul room per phylactery, though they guard these with powerful magics.
Avatar class death domain Greater Godvessel power.
Sacred Dead: Sacred dead are divinely inspired undead animated not by dark magic but sacred energy. These holy dead carry on the pious task they performed in life, forever acting as servants to the divine that preserve them. Awakened from fallen or specially chosen true believers, special rites brand holy marks onto the flesh to bond the pious soul to their body. This special ritual is often used to preserve the exceptionally faithful and devout, so that they may serve the church even in death. Rarely, a deity will raise a specific individual without the use of a ritual, often to allow a follower to complete some ordained task.
As they are literally the rebirth of a pious soul, sacred dead retain the memories of their previous life, although they say it takes on a dream-like quality to them; as if it were all something that happened to a different person.

Archdevils of Porphyra
Undead: Third Deific Boon of Duke Melektus.

Obedience
Use leeches to drain a cup of blood into a vessel or into stagnant water. Write your secret failings in the dirt or on a mirror with blood, confess it, then erase it. Gain a +4 profane bonus on saves vs. poison.
Boons
1. Patients’ Price (Sp): infernal healing 3/day, blinding ray 2/day or appearance of life 1/day.
2. Parasitic Penetration (Su): Once per day with a successful touch attack, you can infest a living creature with foul worms unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. These parasites count as a disease effect.
3. Eternal Servant(Ex): You gain the undead type and the ability to use Command Undead a number of times per day equal to 3 plus your Charisma modifier. No unintelligent undead can attack or harm you in any way.

Asian Spell Compendium
Incorporeal Undead: ?
Undead Gaki: ?

Undead: ?
Haunt: ?

Atarashia – A Gazetteer
Mindless Dead: Cevnia’s process bound the negative spirit back into its body without transforming it into positive energy first. This was easier to do than a resurrection and required less magical energy. However, the process was imperfect and left the spirit trapped in the remains of its body, howling in mental anguish that blotted out all trace of intellect and personality, leaving nothing but an unquenchable hatred of the living. These mindless undead suffered endlessly and were always merciless killers. The deliberate creation of such an undead being is universally regarded as an evil act.
Hungry Dead: Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges.
Human Skeleton: ?
Dwarf Zombie: ?
Human Skeletal Champion: ?
Goblin Burning Skeleton: ?
Human Ghoul: ?
Tengu Plague Zombie: ?
Drow Fast Zombie: ?
Human Juju Zombie: ?
Human Mummy: ?
Gnome Ghoul: ?

Undead: As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire.
Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy.
The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known.
Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits.
Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead.
Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier.
Vampire: As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire.
However, she was repulsed by the decaying state of their bodies. So, she created vampires, who were more powerful than mummies, and maintained the look of the bodies they had in life.
Satisfied that she had found an acceptable way to cheat death, she transformed herself into a vampire, and consolidated her position of power by destroying all the other vampires she had created initially. Thus, she established herself as the forebear of all vampires that exist today, although rumours persist that one of the original vampires somehow escaped destruction…
Zombie: ?
Ghost: Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer.
She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach.
Skeleton: Because ghosts are immaterial negative energy spirits, they do not die in the same manner as material beings with positive energy spirits. They can be temporarily dispersed, but will usually reform after a period of time, and can linger in the Outer World for decades or even centuries, until their reason for remaining is resolved. The arch-wizard Cevnia became fascinated with the durability of these negative spirits and wondered if there was a way to somehow harness their power to extend her own lifespan. She noted that some ghosts were able to temporarily possess the body of a living being in the Outer World. This is a deeply unpleasant and painful process for the living being, and also for the ghost, as it is constantly fighting rejection by a body that was designed to hold a positive energy spirit. Cevnia discovered a way to prepare the remains of a body in such a manner as to make them compatible with a negative spirit, thus avoiding the problem of rejection, although it is still grindingly painful for the spirit. By binding a ghost to its remains prepared in this way, the first undead skeleton was created. The “body” was animated by negative energy, but could not truly die, as it was already dead, thus making it very hard to destroy. Devastating amounts of damage had to be inflicted on the physical remains in order to disrupt the binding.
The number of ghosts was (and still is) relatively small, and it was often impossible to locate the original body. When the body was available, it was usually just a pile of bones, which explains the fact that her first undead creation was a skeleton.
Ghoul: Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Mohrg: Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges.
Mummy: Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords.
Mummy Lord: Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords.
Shadow: The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths.
Wraith: The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Plague Zombie: Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.

Atarashia Gazetteer – A Dwarven Guide
Undead: When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse.

Aventyr Bestiary
Carrion Beast: Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies.
Dodelig: When the Dracoprime fell many halflings tragically died beneath its immense form, but their magically infused bodies were awoken by the essence of the lich Udødelig.
Fleshdoll Rogue: ?
Frostdeath Dragon: ?
Ghoublin: Freshly created ghoublins are made from recently killed goblin corpses, but the insidious undead can infect any humanoid (causing it to distort and shrink after its death, for humanoids larger than Small sized).
An afflicted humanoid of less than 2 HD that dies of ghoublin fever rises as a ghoublin at the next midnight.
Goemul: Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death.
Gogelid: Where the gøgelid originally come from remains unknown and though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret.
Hellion Revenant: Ireful hellions have a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.
Screaming Severed Skull: Screaming severed skulls were first created by gitwerc, the evil Underworld denizens that reside just above HEL. Legends say that those who beg for mercy from the devil dwarves sometimes receive it, turned into these undead and gifted with the task of endlessly conveying vile messages and disgusting commands (the source, theologians speculate, that causes the creatures’ to unleash their unsettling screams).
Shadow Rat: Shadow-rats are created whenever rodents are left to feast upon the flesh of the undead and then allowed to breed. The resulting offspring is evil from birth, quickly using its abilities to slay the parents and any natural siblings nearby, soon after heading off to find new prey (often killing things not out of hunger, but for the thrill of the act).
Spite-Spitter: The ancestors of the once Matron Mother of the drow city of Holoth, Maelora Guillon, dispossessed their enemies of their wealth and position, sacrificing their crushed souls to the dark elven deity Naraneus. In the Plane of Venom they were warped and transformed into spite-spitters, forced to wander where She Who Weaves in Darkness wills them to.
Zombie Handservant: Zombie handservants tended to great lords and kings of the Ancestor People, the ancient forefathers of the Vikmordere, and in death they continue to serve their masters in tombs and burial shrines throughout the Vikmordere Valley.
Zombie handservants are created through the use of an animate dead spell combined with various ceremonial rituals at the time of a lord or king’s death. These culminating forces combine with the servant’s undying affection and will to serve their master, creating a zombie handservant.
Fleshdoll: Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft.
“Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature.

Ghoul: An afflicted humanoid of 2-3 HD that dies of ghoublin fever rises as a ghoul at the next midnight.
Ghast: An afflicted humanoid with 4 or more HD that dies of ghoublin fever rises as a ghast at the next midnight.

Ghoublin Fever (Su) Disease—bite; save—Fortitude DC 9; incubation period—1 day; damage 1 Con and 1 Dex. The save DC is Charisma-based.
An afflicted humanoid that dies of ghoublin fever rises as a ghoublin at the next midnight. A humanoid who becomes a ghoublin in this way retains none of the abilities it possessed in life. It is not under the control of any other ghoublins, but it hungers for the flesh of the living and behaves like a normal ghoublin in all respects. A humanoid of 2-3 Hit Dice rises as a ghoul, not a ghoublin, while a humanoid with 4 Hit Dice or more rises as a ghast.

Beasts of Legend: Beasts of the East
Srin-Po: Created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried.

Beasts of Legend Coldwood Codex
Faleich-Wyrm: In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.
Leeches of Madness: Created by the Faleich-Mar.
Slough: A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.
All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.
Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.
“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.
Ugrohter: Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.
Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.
Wight Barrow: Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.
Wight Boreal: Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.
Boreal wights are the restless dead left unburied in the evergreen forests of the north.
Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.

Wight: Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.

Beasts of Legend Boreal Bestiary
Green Child: Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.

Behind the Monsters Omnibus
Skeleton: This skeleton is an undead creature animated by magic to perform single-minded tasks.

Black Sheep NPC Codex Vol. 1
Lilliana, Ghost Gnome Wizard 3: Lilianna served for many years as an entertainer to the royal court. Her illusions entertained adults and children alike. It was a shock to all when she suddenly killed the king. Tried and sentenced to death by hanging, Lilianna died a traitor to her people.
This wasn't the end however. Lilianna hadn't killed the king. She had been framed by an unknown party. Anger at the injustice had brought her soul back, and her arcane power bound her spirit to her spell book. Now she protects the royal family while seeking out the assassin.

Black Sheep NPC Codex Vol. 2
Desmond's Hand: The true origins of this annoying abomination are supposedly lost to the years. Only rumor and odd legends surround it now. Most involved in arcane circles knowingly attribute the severed hand to long dead wizard named Desmond. Not many kind things can be said about Desmond as he seemed to lead a life of wanton hedonism. One example of his wasted skill was a spell that undressed a sleeping person. Not many of the people he traveled with found the spell as funny as him, ultimately leading to him being blacklisted by most adventuring groups in most cities. He did eventually find a group, and in particular female half-orc bard, that shared his rather aggravating sense of humor. Life can sometime be poetic, albeit in a morbid way. According to the tale, the female bard was working on an axe juggling act she wanted him to see. The half-orc bard did well at two, then three, but things went wrong at the fourth axe. The phrase, “wizards should never try axe catching!”, is often spoken at this point.
The story continues with Desmond delving into the necromantic arts to feed life, in a way, into the embalmed hand. Desmond now had an unliving hand, which he very unwisely made into his familiar.
Thomas the Imaginary Friend, Greater Shadow: “You will stay here boy. Don’t try to return home.”, said the terrified boy's father.
Thomas looked around at the near endless expanse of nothing around him with tears freezing to his face. When the child turned to where his father had been, Thomas saw that he was already leaving. The heartless man walked away without even a glance back. Thomas screamed out to his father as the he labored hard to catch his father in the rising snow. He was just too small, too cold, and too exhausted. Thomas still pushed his body until his lungs hurt, and fits of coughing started. Collapsing into the snow the child looked around in the whiteout, his father nowhere to be seen. Thomas had no idea what to do, then the boy heard the howls of wolves.
Shroud, the Black King, Simulacrum Half-Elf Sorcerer 10: Few suspect it but a part of the King of old remains trapped within his enchanted burial shroud.

Book of Beasts Legendary Foes
Deific Guard: As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served.
Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath.
Jack-in-Irons: Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others.
Memory of Rage: When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage.
Shadow of the Void: A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims.
Skeletal Storm: This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich.

Shadow Greater: If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow.
A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds.
Banshee Witch 12: Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court.
Ravener Wyrm Magma Dragon: Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener.
Lich Aasimar Sorcerer 13 Dragon Disciple 6: ?
Ghost Cyclops Rogue 9: ?
Zombie Juju Dark Stalker Antipaladin 19: Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.

Book of Beasts Monster Variations
Mummy Giant: ?
Mummy Halfling: ?

Book of Beasts Monsters of the River Nations
Autumn Death: Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror.
Riverswell Spirit: A riverswell spirit is the drowned victim of a flood or violent downpour.

Book of Beasts Monsters of the Shadow Plane
Centaur Raav: Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs.
Clawed Kadian: A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds.
This type of undead can be made with a greater create undead spell of caster level 18th or higher.
Deathhand: Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently.
Deathhand Captain: ?
Headless Hunchback Skelton: ?
Headless Hunchback Skeletal Champion: ?
Helblar: Thought to be called into being by a well-meaning but less than clear wish.
Helblar Greater: ?
Helblar Champion: ?
Nightshade Nightstalker: ?
Phantasm Swarm: It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone.
Spectre Spawn: Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds.
Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds.
Spectre Lord: Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord.
Unquiet Giant: Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down.
Shadow Halfling: ?
Shadow Cave Fisher: ?
Shadow Manticore: ?
Shadow Titan Centipede: ?
Shadow Dragon Ancient: ?

Spectre: Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder.
Shadow: A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds.
Skeleton Blood Monkey: ?
Skeleton Minotaur: ?
Skeleton Snake Constrictor Freezing: ?
Skeleton Stogsaurus: ?
Skeleton Ice Linnorm: ?
Skeletal Champion Half-Elf Fighter 8 Rogue 6: ?
Zombie Plague Rat: ?
Zombie Basilisk: ?
Zombie Bulette: ?
Zombie Plague Shambling Mound: ?
Zombie Plague: Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours.
Zombie Fast Ancient Black Dragon: ?
Zombie Juju Gnome Sorcerer 17: ?

Book of Beasts Wandering Monsters
Death Adept: Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature.
Remembrent: A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.

Book of Beasts War on Yuletide
Dirge Caroler: Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.

Book of Friends and Foes Under the Mountain
Elf Vampire Rogue 6, Night Wraith: ?

Book of Lost Spells
Skeleton: Animate Skeleton spell.
Crew with the Dead spell.
Zombie: Animate Zombie spell.
Zombify Self spell.
Shadow: Devouring Darkness spell.
Umbral Touch spell.
Umbral Weapon spell.
Undead: Obliterate Soul spell.
Ghoul: Transform Zombie spell.

Animate Skeleton
School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1
Casting Time 1 standard action
Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less.
The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again.
The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Animate Zombie
School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1
Casting Time 1 standard action
Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Crew with the Dead
School necromancy; Level bard 5, sorcerer/wizard 6
Casting Time 10 minutes
Components V, S, M (the bones or remains of at least 5 drowning victims)
Range close (25 ft. + 5 ft./2 levels)
Target one ship
Duration 1 hour/level, concentration discharge (D)
Saving Throw none; Spell Resistance no
This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties.
Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5.
The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors.

Devouring Darkness
School evocation; Level cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft. radius
Duration instantaneous (see text)
Saving Throw Reflex half (see text); Spell Resistance yes
You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects.
Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures.

Obliterate Soul
School necromancy [evil]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a pinch of bone dust)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration Instantaneous
Saving Throw Fortitude partially negates; Spell Resistance yes
Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion).

Transform Zombie
School necromancy [evil]; Level sorcerer/wizard 6
Casting Time 1 full round
Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp)
Range touch
Target one zombie
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.

Umbral Touch
School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3
Casting Time 1 standard action
Components S
Range touch
Target one creature
Duration 1 minute/level
Saving Throw Fortitude halves; Spell Resistance yes
This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage.
If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.

Umbral Weapon
School illusion (shadow); Level sorcerer/wizard 5
Casting Time 1 standard action
Components S
Range touch
Target Shadows touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again.
An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2.
A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.

Zombify Self
School necromancy; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (one handful of zombie flesh)
Range personal
Target you
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you.
Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.

Book of Magic 10 Undead Spell Words
Devourer: Raise Undeath spell word, boosted, caster level 20th or higher.
Ghoul: Raise Undeath spell word.
Ghoul Ghast: Raise Undeath spell word, caster level 12th or higher.
Mohrg: Raise Undeath spell word, caster level 18th or higher.
Mummy: Raise Undeath spell word, caster level 15th or higher.
Shadow: Raise Undeath spell word, boosted.
Shadow Greater: Raise Undeath spell word, boosted, caster level 20th or higher.
Skeletal Champion: Raise Undeath spell word.
Spectre: Raise Undeath spell word, boosted, caster level 20th or higher.
Wight: Raise Undeath spell word, caster level 15th or higher.
Wraith: Raise Undeath spell word, boosted, caster level 16th or higher.
Attic Whisperer: Raise Undeath spell word, caster level 12th or higher.
Banshee: Raise Undeath spell word, boosted, caster level 20th or higher.
Bodak: Raise Undeath spell word, boosted, caster level 20th or higher.
Crawling Hand: Raise Undeath spell word.
Crawling Hand Giant: Raise Undeath spell word, caster level 15th or higher.
Crypt Thing: Raise Undeath spell word, caster level 15th or higher.
Draugr: Raise Undeath spell word, caster level 12th or higher.
Dullahan: Raise Undeath spell word, caster level 18th or higher.
Totenmaske: Raise Undeath spell word, boosted, caster level 18th or higher.
Witchfire: Raise Undeath spell word, boosted, caster level 20th or higher.
Zombie Juju: Raise Undeath spell word.
Allip: Raise Undeath spell word, boosted.
Huecuva: Raise Undeath spell word.

Raise Undeath (Death)
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7
Duration instantaneous
Saving Throw none; Spell Resistance no
Target Restrictions selected
This effect word can only target the corpses of dead creatures and can only be cast at night. The exact creature that is raised is the wordcaster’s choice and can be any from the below table (or any other creature that can be created with the create undead spell) as long as the caster meets the minimum caster level. The animated creature remains undead until destroyed. The undead creature is not automatically under the caster’s control. Additional wordspells (or combining this word with other spellwords) are required to bring the undead creature under the caster’s control.
Minimum Caster Level Undead Created
Any Crawling Hand B2, Ghoul, Huecuva B3, Juju Zombie B2, Skeletal Champion
12th Attic Whisperer B2, Draugr B2, Ghast
15th Crypt Thing B2, Giant Crawling Hand B2, Mummy, Wight
18th Dullahan B2, Mohrg
Boost: The wordcaster can create undead from the below table or any other creature that can be created from a create greater undead spell as long as the caster meets the minimum caster level. Boosting this effect word increases its level by 2.
Minimum Caster Level Undead Created
Any Allip B3, Shadow
16th Wraith
18th Spectre, Totenmaske B2
20th Banshee B2, Bodak B2, Devourer, Greater Shadow, Witchfire B2

Book of Monster Templates
Darkseed Creature: Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions.
Bloody Blade Darkseed Bloody Bones Rogue 4: Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades.
One of the
priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade.
Gellid Dirge Lich Drachencor Lich Shade: ?
Human Irresistible Graveknight Two-Handed Fighter 10:
Tax Collector Creature: Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created.
“Tax Collector” is an acquired template that can be added to any non-undead creature.
Tax Collector Sea Hag: ?

Book of Multifarious Munitions Vehicles of War
Bone Skiff: ?
 
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Voadam

Legend
Pathfinder 1e C-M

Pathfinder 1e C-M
Call to Arms: Decks of Cards
Lich: Deck of Many Things Dark Fate card.
Grave Knight: Deck of Many Things Dark Fate card.
Vampire: Deck of Many Things Dark Fate card.

The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.

Call to Arms: Horses and Mules
Ghost Horse, Combat Trained Heavy Horse: The ghost horse died in the throes of crippling terror.
This was a war-ready mount that died tragically with its master in bloody combat.
Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare: The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount.
Skeleton Mount: Skeletal mounts are normal skeletons made from combat-trained heavy horses.

Campaign Backdrops: Caves and Caverns
Last Nail: Last Nail was born again as a vampire after a vampiric drider slew him.
Vampiric Drider: ?
Mistress Amelya Van Fersker, Human Vampire Enchanter 10: Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.
Urshak'xhul: Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians).

Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Shadow: A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds.
Wraith: A humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Ghost: ?
Vampire Spawn: A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.
Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days.
Allip: ?
Banshee: ?
Crawling Hand: ?
Crypt Thing: ?
Devourer: ?
Dullahan: ?
Giant Crawling Hand: ?
Greater Shadow: ?
Huecuva: ?
Juju Zombie: ?
Lich: ?
Mohrg: ?
Mummy: ?
Necrophidius: ?
Poltergeist: ?
Red Wyrm Ravener: ?
Revenant: ?
Shadow: ?
Skaveling: ?
Skeletal Champion: ?
Skeleton: ?
Spectre: ?
Totenmaske: ?
Vampire: ?
Vargouille: ?
Wight: ?
Winterwight: ?
Zombie: ?

Campaign Backdrops: Forests & Woodlands
Garilax, Ghoul Barbarian 1: ?
Valentin Pannanen, Human Ghost Wizard 5: Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch.
Naillae Aralivar, Ghost Elf Druid 6: ?
Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8: ?
Tahlys Vonothvar, Ghost Elf Druid 7: ?

Ghoul: A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.

Campaign Backdrops: Hills & Mountains
Cairn Wight: ?
Skeletal Champion, Human Skeletal Champion Warrior 1: ?
Wight: The grave robbers, risen as undead.
Humanoids the cairn wight slays become wights themselves in 1d4 rounds.
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Poltergeist: The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them.
A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.

Campaign Backdrops: Marshes & Swamps
Lizardfolk Zombie: The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.
Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.
Hungry Dead: "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.

Zombie: The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.
Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.
Ghoul: ?

Campaign Backdrops: Sun & Sand
Akh-en-Tholus, Human Lich Necromancer 11: ?
Zombie Gnoll: ?
Gnoll Bloody Skeleton Corpse Companion: ?
The Vulture King, Ghast Cleric 3: The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.
Ghoul Warrior, Ghoul Warrior 2: The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.
Lacedon Acolyte, Ghoul Lacedon Adept 2: The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.

Mummy: ?

Cerulean Seas Beasts of the Boundless Blue
Cihuateotl: Cihuateotl are the undead remnants of women who drowned or died violently while pregnant.
Calcified Skeleton: Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.
Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.
Dread Pirate: A dread pirate is the restless, hateful body of an executed pirate.
Lich Ice: The phylactery of an ice lich must be carved from ice made from the purest possible water.
“Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Ship of the Damned: Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself.
Ship of the Damned Medium: ?
Ship of the Damned Large: ?
Ship of the Damned Huge: ?
Ship of the Damned Gargantuan: ?
Ship of the Damned Colossal: ?
Sinkling: Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening.
Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths.
Snag: Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds.
Snags are the animated corpses of fishermen lost at sea.
Wraith Water: Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours.

Ghoul Lacedon: Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.

Cerulean Seas Celadon Shores
Phi Thale: Phi thale form in areas of over fishing, when even the spirits of such simple creatures as fish feel seething anger.
Many believe that they are the product of the collective will of sea creatures hard hit by humanoid pressures, or the vengeance of a sea god, punishing the guilty.

Cerulean Seas Indigo Ice
Ice Lich: “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.
The phylactery of an ice lich must be carved from ice made from the purest possible water. This ice is enchanted to become as strong as any other phylactery, although if exposed to magical fire it is destroyed in a single round.

Undead: The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm.

Cerulean Seas Waves of Thought
Calcified Skeleton: Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.
Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.

Classes of NeoExodus: Protean Scribe
Undead Creature: Protean Scribe Death Word storied creature with spending 2 additional points of
eloquence.

Close Encounters: NPC Codex
Vid Star Host, Mummy: ?

Compendium Arcanum Vol. 4: 3rd-Level Spells
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

ANIMATE DEAD
School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3
CASTING
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
EFFECT
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies.
Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons).
Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead.

Compendium Arcanum Vol. 5: 4th-Level Spells
Skeleton: Animate Dead spell.
Shadow Projection: Shadow Projection spell.
Zombie: Animate Dead spell.

ANIMATE DEAD
School necromancy [evil]; Classes sorcerer/wizard
CASTING
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
EFFECT
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

SHADOW PROJECTION
School necromancy [evil]; Classes sorcerer/wizard
CASTING
Casting Time 1 minute
Component S
EFFECT
Range personal
Target you
Duration 1 hour/level (D)
DESCRIPTION
With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.
While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead.
If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD).

Compendium Arcanum Vol. 7: 6th-Level Spells
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Domain death 6 (diminished), evil 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg
Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.

Compendium Arcanum Vol. 8: 7th-Level Spells
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg
Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.

Compendium Arcanum Vol. 9: 8th-Level Spells
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg
Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.

Compendium Imaginarium
Fleshrender: When a humanoid has consumed another sentient being's flesh, there is a chance that the cannibal will return as a fleshrender after death. In rare and heinous circumstances, entire remote villages or wilderness parties become fleshrenders during a hard winter or famine.
Phantasm: A phantasm is created when a sentient being whom has killed an innocent of its own race dies due to non-violent causes. The angst and turmoil of the unresolved murder can sometimes cause a phantasm to emerge from the body of the deceased murderer.
Magus Wraith: A magus wraith is created when a necromancer vies for magical immortality beyond the grave by targeting themselves in the casting of create greater undead.

Creature Components Volume 1
Zombie: A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later.
Zombie Fast: Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later.

Creature Monthly
Blood Shadow: A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.
While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life.
Glacial Gaunt: Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.
There are many ways in which these foul creature are created, the most common occurrence
being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die.
Storm Wraith: A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death.
Winter Wight: Any humanoid creature that is slain by a winter wight becomes a lesser wight itself in only 1d4 rounds.
These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.
Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence.
Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.

Creatures of Faerie
Avartagh: ?
Dullahan: Created by powerful curses, these legendary and rare undead aos sí are terrors to any who would travel dark roads at night. Every one of them has had their head removed as part of their creation, and they carry them everywhere they go.
Created by ancient foul magics.

Creepy Creatures Bestiary of the Bizarre
Bay-Kok: ?
Bone Druid: A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered.
Ectoplasmic Stalker: Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers.
Feymocker: Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey.
Fleshwarper: Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds.
Ghoul Sovereign: It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death.
Gibbering Terror: Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence
Hoard Haunt: Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins.
Horsewraith: Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed.
These tragic creatures are formed from their master’s cruelty.
Despite their name, almost any domesticated pack animal may become one of these undead.
Leatherbound: Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death.
Leatherbound Black: Wrapped in black leather inscribed with glowing arcane runes
Leatherbound Spiked: This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess.
Corpsehanger Tree: When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery.
Undead Gang: An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy.
Wight Marquis: Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights.
:Wight Shadowfang Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds.
Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds.
Zombie Assassin: ?

Ghoul: Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control.
Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time.
Skeleton: A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body.
Spectre: Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres.
Wight: Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time.
Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds.
Zombie: A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body.
Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time.

Cultists of Havra Zhoul
Havra Zhoul Human Ghost Inquisitor 10: At last, luck favored her when she slew Faylfarlu, an evil mystic theurge who trafficked with devils and the dead. In his lair, she found a detailed description of the ritual for becoming a lich. Faylfarlu had progressed quite far in this ritual, but had, for unknown reasons, declined to take the final step: to create a phylactery and bind his soul to it through ritual death.
Havra had fewer qualms. She grabbed the opportunity and finished the ritual, intending to become a lich. As a phylactery, she chooses her prayer book, which held all her thoughts and secrets. Havra performed the ritual and took the poison that would kill her and bind her soul to the book.
Unfortunately for her, the ritual was only partly successful. Maybe Fayldarlu’s magic was flawed, or maybe her own inexperience with magic caused her to perform it wrong. When she rose again, she was not the powerful being she had expected to become. Instead she has become a metaphorical shadow of herself. While she had the strength and fortitude of the undead, her body was slow and clumsy and she had lost much of her power. Moreover, she found that while her soul was tied to the book, she was unable to use it to possess others.
When her adversaries finally discovered her lair, she was far weaker than if she had tried for lichdom. Alive, she may have prevailed. But in her wrecked undead state, she was no match for them and was quickly cut down by her enemies. Part of the ritual functioned. Her soul retreated into her phylactery, well hidden in the depths of her keep. Unable to send her spirit forth in any other form than a pale shadow, she remained trapped there, until finally Vederian Soulbright found her tome.

Dangers & Discoveries
Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.
Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.
Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.
Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.
Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.
Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather.
Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned.
Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.
Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and than into local legend, while Andrew grew into the town’s premier drunkard. The matter would of rested there, if not for the fact that on days when the temperature rises, during the worst part of summer, the kiln burns again with ghostly white fires.
Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfitter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. Three days later the master-at-arms was dead of a broken neck after falling from his horse.
Gremlin's Hovel: ?
Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Gut's Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.
Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.
The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.
Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere.
Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.
Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons, and driven most of the other drunks off.
Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.
Scribe du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked.
Stores of Goodwatch Keep: Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
Surbicah the Apostate's Stone Pyre: Long ago, the druidess Surbicah renounced her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.

Undead: Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature.
When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.
Ghost: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.
Wraith: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.
Haunt: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.

Dark Fey
Mavka: These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau.
Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively.
Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption.

Dead Man's Chest
Breath Taker: In life they were evil thieves who drowned at sea, pirates who took valuable goods at will from others that plied the waves.
Ghost: Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent.
Undead Sea Serpent: Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent.
“Undead sea serpent” is an acquired template that can be added to any living sea serpent.
Undead Gilded Sea Serpent: ?
Draug Ship: The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
Brine Zombie: The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
Those crew members killed by the fall of the ship or by drowning as it sank are still clinging to their final resting place.
Lacedon: The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
Draug, Poshkin the Tame: ?
Human Juju Zombie Fighter 3: ?

Demon Cults 3 The Cult of Selket
Mummy Venomous: These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs.

Demon Cults 5 Servants of the White Ape
Spellscourged Creature: In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.
“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.
Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise.
Spellscourged Couatl: This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form.

Demon Cults & Secret Societies
Arikiine, Derro Vampire Alchemist 10: ?
Jasna Veldrik, Elf Darakhul Cleric 13: ?
Kazimir Ernis, Gnome Darakhul Necrophagus 14: ?
Performance Eater, Human Darkhul Barde 2/Expert 3: ?
Darkhul: Die from Darkhul fever and fort save 31+.
Ghoul: Die from Darkhul fever and fort save 10-16.
Ghast: Die from Darkhul fever and fort save 17-20.
Dread Ghoul: Die from Darkhul fever and fort save 21-26.
Dread Ghast: Die from Darkhul fever and fort save 27-30.
Greater Festrog: Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants
Serrin, Advanced Greater Shadow Antipaldin 6: Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road.
Contaminant Shade: Contaminant Shade Curse.
Cosmina Holrosu, Vampire Mesmerist 13: A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.
Darakhul Mercenary, Darkahul Fighter 6: ?
Drekkan, Human Vampire Witch 8: ?
Revenant: The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.
Mummy Venomous: These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs.
Spellscourged Couatl: This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form.
Spellscourged: The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.
“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.

Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves.
A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it.
Darakhul fever
When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation.
Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like.
Fortitude Save Result New Incarnation
10–16 Ghoul
17–20 Ghast
21–26 Dread Ghoul
27–30 Dread Ghast
31+ Darkhul

Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma-based.
A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.

Demon Lords of Porphyra
Shadow: Second Deific Boon of Balakor.

Obedience
Weep and howl at the outrage of losing your beloved city of demons, throwing gravel and sand over your head and wailing a chant to Balakor passed down from the first generation. Gain a +4 profane bonus to CMD vs. trip, and to saving throws to recover negative energy levels.
Boons
1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, shatter 2/day, or summon tatterdemalion 1/day
2. Field of Ghosts (Su): You can, once per day, cause the spirits of those whose were killed in spiteful conflict to rise from the stained earth they tried to keep and take vengeance on those nearby. You can scream out, as a full-round action, and cause a number of incorporeal shadows equal to your HD/3 to rise from the ground and attack who you designate. This only works above ground, on terrestrial terrain, and the shadows remain until the next sunrise, unless destroyed.
3. Vengeance of Bhaal-aak (Sp): Once per day you can inflict damage on structures as the spell earthquake, but only as it pertains to buildings.

Dragon Templates Volume 1
Ghost Dragon: ?

Dragoon (Base Class and Lore)
Dragoon Silent Order: ?
Zova'bor, Skeletal Dragonlich: In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders.
Dragoon Ravener: In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders. She cannot make True Scales
so instead makes “Ravener Skulls”- magic artifacts made of humanoid skulls that take over the soul of a dragoon when placed where their head should be.
However, Zova’bor can only control dragoons who stray from their oaths or have weakness in their hearts. Those that resist her temptations cannot be captured in the swayed by her in the future and any rejection wounds her soul (as rejection destroys the newly created phylactery and with it a piece of her soul).
Those under her dominion are called “Thralls” and can be easily identified by their floating skulls with ominously glowing eyes. They have no will of their own, little better than zombies, and commit terrible acts on her behalf. Some accept her willingly and seek her out. These are rewarded with a degree of independence and autonomy, though Zova’bor is always watching. These “Raveners” are her elite troops, the generals of her armies, and her confidants.

Dunes of Desolation
Desperado: A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses.
All desperados were once human to some degree.
Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate.
“Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger.
Desperado Human Gunslinger 6: ?
El-Auren: Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens.
A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
Spectral Rider: Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today.
“Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan.
Thirstmonger: These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water.
Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger.

Devourer: Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination.
In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Ghost Human Bard 3: The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse.
Zombie Dire Rat: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies.
Draugr: The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs.
Poltergeist: It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings.
Juju Zombie Desert Giant: Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural.
After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant.
Bog Mummy: The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world.
Shadow Rat Swarm: ?

Enemies of NeoExodus: Cyrix
Necrotic Golem: A necrotic golem is crafted of flesh taken from undead creatures.
A result of Cyrix’s arcane research, a necrotic golem is a cross between a flesh golem and a necrostruct.
Its body is crafted from undead flesh and reinforced with armored plates bolted to flesh and bone.

Enemies of NeoExodus: Folding Circle
Haru Anon: Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch ability, none of whom could travel to the afterlife when killed in that manner
Haru’s true nature is actually the condensed terror, hatred, and pain of thousands of deaths, locked into eternity.
Trevor Catalan: Trevor Catalan was never a healthy child. He had suffered a variety of ailments since he was a baby, but more pressing than any of his fevers and poxes was his temperament. Trevor was terrified. Of what, he could never explain, but when night fell and shadows pooled in his bedroom, sleep did not come without a fight. In fact, Trevor would rather not sleep at all, for every second that he spent asleep was ample time for another horrifying dream to rip him, screaming, from rest.
The only thing that could calm Trevor back to sleep was a lullaby, a gentle tune that his mother would sing to him, and that he would join in as she cradled him in her arms. Every night, often several times per night, Trevor’s mother would make her way to his room to soothe the tormented boy. When daytime arrived she would sleep herself, exhausted from the night’s ordeal.
The problem did not diminish as Trevor grew into a school-aged boy. Soothsayers, holy men, and wizards were consulted yet none could discover any underlying problem. One did have a solution, however – the wizard provided Trevor’s mother with a parcel of sleeping herbs and instructions – a small amount of the magical plant, brewed in a tea, could turn her lullaby into a gentle sleep spell powerful enough to affect a child and quiet his turbulent dreams. Trevor’s mother agreed readily, hoping against hope that this would finally be the cure for her son’s nightmares.
As night fell, Trevor sat in bed, ready for his mother to come and sing her lullaby. “Are you sure I’ll be okay, mom?” He asked as she sat down next to him, the herbal tea in his hands. “Of course dear. I’ll see you tomorrow, when the sun comes up.” And so she began her song, and he sang along until he drifted away.
Trevor tumbled deeper into sleep, and once more the fear took hold of him. Shadows pooled around him as his terror mounted – he had to wake up. He had to wake up. Trevor strained to open his eyes, but they would only open to the same scene – shadows around him, pulling at his legs like thick, cold mud. The shadows were parting – Trevor could see something there – something terrible.
He tried to scream, but there was no sound in this world, no motion except for the terrible thing, becoming more and more clear with each passing second. He had to wake up. He couldn’t wake up. Trevor’s eyes were fixed in front of him, riveted on a scene that no one in this world should ever see – and then there was nothing at all.

Wight: Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds.

Enemies of NeoExodus: Harvester of Sorrow
Harvester of Sorrow: A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow.
Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation.
Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate.
A harvester of sorrow can be created with create undead (12th+ caster level).
A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow.
Dread Harvester: A dread harvester of sorrow has spent a generation successfully creating others of its kind.

Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.

Enemies of NeoExodus: Widowmaker Scarlet
Widowmaker Scarlet, the Undead Horror: ?

Faces of Vathak: Survivors
Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3: When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger.
Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.

Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)
Asi Magnor, Mummy Cleric 10, Fighter 15: Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path.
He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived.
When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies.
Calix Sabinus, Vampire Lich: ?

Fallen Of Obsidian Twilight: Calix Sabinus
Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10: It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death.
In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure.
When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her.
Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory.
Sabine, Vampire: ?
Asi Magnor: ?

Vampire: Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.

Fallen Of Obsidian Twilight: Zebadiah
Calix Sabinus, Vampire Lich: ?
Asi Magnor: ?

Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters
Bone Gorger: ?
Death Hallow Necrophidius: ?
Masked Ghoul: Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight.

Ghoul: A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.

Fell Beasts Volume 1
Canopic Jar: One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics.
Greenmold Bones: When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain.
The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.

Fell Beasts Volume 2
Deadsoul Elemental: A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead.
Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do.
Deadsoul Elemental Charnelsmoke: They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air.
Deadsoul Elemental Chokewater: They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental.
Deadsoul Elemental Graveearth: They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard.
Deadsoul Elemental Pyreflame: They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame.
Fear Monger: A fear monger is the spirit of a deceased person that was betrayed by someone she trusted.

Fast Zombie: A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.

Fell Beasts Volume 3
Dark Fire Creature: Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence.
“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
Soul Knight: Soul knights are suits of armor animated by the spirit of a warrior.
A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.

Forgotten Foes
Bodak: The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil.
Bodaks are evil undead created when a humanoid dies in the presence of absolute evil.
Crypt Thing: They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so.
Nightshades: ?
Nightshade Nightcrawler: ?
Nightshade Nightswimmer: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Skeleton Black: These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and, within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons.

Freeport City of Adventure
Ancient Void Zombie: ?

Huecuva: The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.

Free20 Lesser Nemesis Bestiary
Taxidermy Revenant: Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice.
“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”

Freeport Companion Pathfinder RPG Edition
Fire Spectre: Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.
“Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire.
Fire Spectre Rogue 12: In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.
Flayed Man: A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich.
Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life.
Skin Cloak: A skin cloak, or hollow man, is the animated skin of a mortal humanoid.
It is the animated remains of a skinned humanoid.
A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.
A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell.
Skulldugger: ?
Ghost Human Rogue 1: The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay.
A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge.

Zombie: Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.

GM's Miscellany: Alternate Dungeons
Mad Monk: The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life.
The Hanged Priest: ?
The Nettling Demon: ?
The Hungry Nursery: ?
The Lonely Tavern: ?
Undead Frost Worm: ?
Anguish: ?
Dancing Decor: ?
Slamming Door: ?

Undead: Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it.
Allip: One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment.
Ghost: Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest.
Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Huecuva: Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister.
Skeleton: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Zombie: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Ghoul: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Spectre: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Vampire: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Haunt: Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous.
If tragedy befell the village, undead citizenry might haunt the adventure site.
Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest.
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.
When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk.
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss.
On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms.
Attic Whisperer: An attic whisperer is the spirit of a small child who met his or her end as a result of neglect.
Wraith: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Poltergeist: When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.

GM's Miscellany: Dungeon Dressing
Unliving Span: ?
Unliving Span Reasonably Large: ?
Unliving Span Zombie: ?
Unliving Span Ghoul: ?
Advanced Mummy: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Heartless Zombie: The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers.
Heartless Ghast: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Heartless Mummy: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Wailing Portcullis: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.

Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghast: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Undead: Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature.
Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.
Skeleton: ?
Wight: ?
Vampire: ?
Lich: ?
Vampire Spawn: ?
Zombie: Necrotic Pool.
Zombie Rot disease.
Banshee: ?
Devourer: This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus.

NECROTIC POOL
A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water.
Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood.
Perception (DC 20) Faint writing is carved into the pool’s encircling wall.
Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy.
Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead.
Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.
Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease.
Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect.
Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week.
1: DC 14 Will save halves.
2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.

GM's Miscellany: Places of Power
Mistress Amelya Van Fersker, Human Vampire Enchanter 10: Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress.
Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.
Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8: ?
Alikandara Lat, Human Ghost Ex-Paladin 12: The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement.
She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption.
Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life.
Rideth Cyelrae, Ghost Elf Druid 13: ?
Anshelm Chellas, Ghast Rogue 6: ?
Naillae Aralivar, ghost elf druid 6: ?
Tahlys Vonothvar, ghost elf druid 7: ?

Ghoul: ?
Zombie: ?
Vampire Spawn: A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.
Undead: Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.

GM's Miscellany: Places of Power II
Lich: In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.

GM's Miscellany: Urban Dressing
Fuut, Ghoul Rogue 2: Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.
Tooq, Ghoul Rogue 2: Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.

Vampire: ?
Ghost: ?
Skeleton: ?

GM's Miscellany: Village Backdrops
Dunn Fewin, Ghoul Cleric 2: Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.

GM's Miscellany: Village Backdrops II
Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4: Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Skeletal Champion Dwarf Fighter 3: ?

Lacedon: ?

GM's Miscellany: Village Backdrops III
Mirja Sianio, Human Ghost Witch 6: Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure.
Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen.
Hagruk Stormrider, Ghast Fighter 5: Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.

Ghoul: Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.

GM's Miscellany: Village Backdrops IV
Wytchelyte: ?
Hungry Dead: "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.
Hungry Dead Zombie: Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template.
The Hunger Disease.
Damiella Nightingale, human vampire bard 11: ?
Keren Zaris, vampire halfling expert 7: ?
Quentin Roarg, elf vampire wizard 12: ?
Zuzu Mellavious, halfling vampire bard 13: ?

Lich: ?
Vampire: ?
Mummy: ?

The Hunger
Type Disease (injury); Save DC 13 Fortitude
Onset 1d4 days; Frequency 1/day
Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves
Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.

GM's Miscellany: Village Backdrops V
Aldrich Hellbrooke, human vampire cleric 4: ?

Undead: An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.
Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside.

GM's Miscellany: Wilderness Dressing
Burning Skull: ?
Falling Rocks: ?
Shrieking Woman: ?
Killer in the Flames: ?
The Pit: ?
Bloody Battle: ?
Akh‐en‐Tholus, human lich necromancer 11: ?

Mummy: ?

Gonzo 2
Necromantic Frame: Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.
Necromantic Frame Large: Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.
Necromantic Frame Huge: Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.
Necromantic Frame Gargantuan: Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.
Necromantic Frame Colossal: Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.

Gothic Campaign Compendium
Ghost Raven: Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living.
Fossil Skeleton: A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons.
Mummified Zombie: A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.

Gothic Grimoires To Serve a Prince Undying
Revenant: Revenancer's Rage spell.
Skeleton Warrior: Revenancer's Rage spell.

Revenancer’s Rage
School necromancy [evil]; Level antipaladin 4, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M (a vial of tears, a vial of unholy water, and an onyx gem worth 25 gp per Hit Die of the undead to be created)
Range touch
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
You cause a single creature who in life had sworn a Vow of Obedience to rise from the dead to serve their master beyond the grave. If their master is now dead, the corpse rises as a revenant determined to avenge its master. Any special abilities that would normally apply against the revenant’s own murderer apply instead to its master’s murderer. If the target’s master still lives (or has risen as a sentient undead), the target is instead reanimated as a skeletal champion, with its Vow of Obedience to its former master made permanent and unbreakable.

Holiday Heroes & Horrors 2 Holiday Horrorers
Zombie Frost: Any humanoid slain by a frost zombie will rise as a frost zombie once their body freezes solid—2d4 hours in left out in arctic conditions.
The frost zombies were raised from the frozen corpses that once dotted the landscape of White Hell.

Horrors of the North
Glacial Gaunt: Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.
A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods.
Winter Wight: Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.
These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.

Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean
Bone Collective: Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons.
Darakhul: Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival.
“Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature.
Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template.
Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul.
A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type.
Darakhul Ogre: ?
Ghoul Beggar: Dying while infected with Darakhul Fever.
Ghoul Outcast: These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium.
Ghoul Imperial: Dying while infected with Darakhul Fever.
Ghoul Ghast Imperial: ?
Ghoul Legionnaire: ?
Ghoul Ghast Legionnaire: ?
Ghoul Iron: ?
Ghoul Ghast Iron: ?
Ghoul Iron Captain: ?
Ghoul Ghast Iron Captain: ?
Darakhul Patrician: ?
Ghoul Hunter: ?
Necrophagus Savant: ?
Priest of Vardesain: ?
Emperor Nicoforus the Pale: ?
Ghost Knight of Morgau: ?
Ghost Rider Templar: ?
Ghostly Mount: ?
Ghoul Bonepowder: Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist.
A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.
Lich Hound: ?

Ghoul: Dying while infected with Darakhul Fever.
A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight.

A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead.
Endurance Check Result
9 or lower Target dies
10-12 Target becomes a ghoul
13-17 Target becomes a beggar ghoul
18-20 Target becomes an imperial ghoul
21-24 Target becomes a darakhul warrior
25 or higher Target becomes a darakhul noble
Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.

Into the Breach The Summoner
Skeleton: Necrosummoner Undead Eidolon power.
Zombie: Necrosummoner Undead Eidolon power.
Fast Zombie: Necrosummoner Undead Eidolon power 4th level.
Burning Skeleton: Necrosummoner Undead Eidolon power 4th level.
Ghost: Necrosummoner Undead Eidolon power 8th level.
Skeleton: Necrosummoner Undead Eidolon power 8th level.

Undead Eidolon (Ex)
A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well).
At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it.
At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.

Intrigue Archetypes
Ghoul: Pitiless Economies feat.
Undead: Pitiless Economies feat.

Pitiless Economies
Your devotion to rapacious greed leaves poverty and suffering in your wake.
Prerequisite: Lawful evil or neutral evil alignment, character level 9th.
Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute.
If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect.
If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours.
If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.

Journals of Dread Book 1 Secrets of the Ooze
Slime Zombie: Anyone who dies while infected with slime rot rises as a slime zombie in 2d6 hours.

Slime Rot: slam; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a slime zombie in 2d6 hours.

Journals of Dread Vol. II Secrets of the Skeleton
Skeleton: "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Exoskeleton: An exoskeleton is an empty husk, an animated carapace of vermin infused with the power of a necromancer, though a few are spontaneous creations.
Animating an exoskeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 exoskeletons.
"Exoskeleton" is an acquired template that can be added to any corporeal vermin that has an exoskeleton.
Haunted Exoskeleton: Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford.
Bloody Skeleton: Animating a bloody skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 bloody skeletons.
Burning Skeleton: Animating a burning skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 burning skeletons.
Cackling Skeleton: Animating a cackling skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 cackling skeletons.
Crystalline Skeleton: Animating a crystalline skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 crystalline skeletons.
Further, this also replaces the material component of the animate dead spell, causing it to require glass or obsidian worth at least 25 gp per Hit Dice of the undead, instead of the normal onyx gems (though this can be mixed and matched, to create a variety of skeleton types with one casting).
Dread Skeleton: "Dread Skeleton" is an acquired template that can be added to any living creature with a skeleton or exoskeleton.
Elemental Skeleton: Animating an elemental skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 elemental skeletons.
Mechanical Skeleton: Animating a mechanical skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 mechanical skeletons.
Skeleton Champion: Some skeletons retain their intelligence and cunning, making them formidable warriors.
Unlike many other skeletons, a skeleton champion cannot be animated through the use of animate dead. Instead, these skeletons are free-willed, rising up from the dead only through extraordinary circumstances, similar to those that cause the rise of ghosts, via rare and vile rituals, or through the actions of an angry deity.
"Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
Twice-Transcended Skeleton: The twice-transcended skeletons are a particularly strange type of skeleton, who were once animated, killed, and then restored to a semblance of their old bodies, except these bodies are now only the spiritual memories of the existing body.
Animating a twice-transcended skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 twice-transcended skeletons.
Vampiric Skeleton: Animating a vampiric skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 vampiric skeletons.
This also requires the caster of animate dead to know vampiric touch and lose the spell for that day (if the caster must prepare spells each day. Otherwise they expend a single use of vampiric touch, similar to casting it normally), though this does not otherwise affect the casting of animate dead.
Black Skeleton: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Skeletal Drake: The skeletal drake is the animated remains of a dragon or wyvern who was killed in an area strong in necromantic magic (such as that created by unhallow), and which is left undisturbed for that time. The skeletal drake rises a year later, a mindless automation seeking only the destruction of living things.
Skeletal Master: Skeletal masters are the result of a spellcaster trying to ascend to lichdom and failing. They are exceedingly rare, as normally any spellcaster failing to become a lich simply dies or is destroyed. For the skeletal masters to happen, the spellcaster must almost succeed, only to fall at the final hurdle. Where a lich becomes more powerful if the experiment succeeds, the skeletal master is reduced to a mere shade of its former power, and it knows it.
Skeletal Tutor: Skeletal tutors are not created in the manner that other skeletons are. Instead, they arise spontaneously at the whim of the gods of the undead when one of their servants create normal skeletons with the animate dead spell.
Skeleton Noble: Skeleton nobles were once brave knights of the cold counties of the world, pledged to defend their lands. As time ravaged them, however, and they grew older, they saw younger, fitter, heroes taking their place on the front lines, and resentment grew. Eventually, they turned to dark powers to regain their vigor, pleading themselves to the lords of Hell, in exchange for eternal vigor.
Their wish was granted, and they became skeleton nobles, standing ever vigilant against younger heroes, fighting on battlefields where they no longer belong and destroying anything that they held dear while still alive.

Knowledge Check: Last Rites
Undead: Cremating corpses to keep them from rising as undead.
Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead).
Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead.

Legendary Villains: Wicked Witches
Isitoq Lesser: ?

Legendary Worlds: Carsis
Undead: The restless spirits of the shattering.

Legendary Worlds: Jowchit
Undead Dinosaur: ?

Undead: Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead.

Legendary Worlds: Terminus
Blackfire Wight: Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the control of the blackfire wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed blackfire wights.
Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire.
Blackfire Wight Spawn: Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.

Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Skeleton: ?
Zombie: ?
Ghoul: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly.
Mohrg: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs.
Corporeal Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Incorporeal Undead: ?

Liber Vampyr
Nosferatu: Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world.
“Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice.
While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world.
The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics.
Revenant: “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid.
With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies.

Vampire: Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…
• …the corpse is jumped over by an animal.
• …the body bore a wound which had not been treated with boiling water.
• …the corpse was an enemy of the church in life.
• …the corpse was a mage in life.
• …the corpse was born a bastard.
• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).
On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:
• A good person need not fear rising as a vampire.
• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.
• Certain blessings performed over the body can prevent the corpse from rising as a vampire.
• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave.
Zombie: Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.

Lords of the Night
Vampire Alternate: Vampire is an acquired template that can be added to any living, corporeal humanoid, fey, or monstrous humanoid.
To create a vampire, the base creature must first be slain by a vampire’s bite attack, then buried in earth or soil. At the next new moon, the vampire which slew the base creature may sacrifice XP sufficient to reduce his level by 1, placing him at the minimum XP needed for that level (vampires with only 1 level cannot create vampires).
Undead: Undead Familiar feat.
Human Vampire Warlord 15 Astrid the Flayed Queen: ?
Ghoul Rogue 4 Gnaws-His-Arms: ?
Elf Vampire Bard 11 Lady Windharpe: ?
Human Vampire Psion 3 Isoldt: ?
Merg Vampire Soul Hunter Stalker 7/Sussurratore 2 Izzie Redwaters: ?
Gnome Vampire Daevic 7/Black Templar 5 Loras Blacknail: ?
Human Vampire Ranger 9 Jannis: ?
Animal Companion Undead Wolf Garm: ?
Cairn Wight Blackblade: ?
Young Human Vampire Cryptic 11 The Waif:

Undead Companion [General]
Your companion or familiar becomes undead.
Prerequisites: animal companion, dark messenger, or familiar
Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess channel resistance by +2.
Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected.

Lost Lore: The Headhunter
Animated Severed Head: Animated severed heads are a product of shamanistic and magic-using headhunters experimenting with the creation of familiars. They are a gruesome parody of the dead arcane spell casters they are made from, possessing rudimentary intelligence and personalities.
“Severed Head” is an acquired template that can be added to any living Medium creature possessing arcane spell casting levels.
Oracle Mystery of the Head's Final Revelation.
Jaquel's Head: Jaquel was a village midwife and herbalist — as well as a semi-professional witch, in a village raided by a gang of headhunters. The headhunter shaman slew her and took her head as a severed head familiar as part of a rite of passage.
Jaquel’s Head is derived from a 2nd-level witch, and she belonged to a headhunter with 6 sorcerer levels, 3 barbarian levels, and 3 headhunter levels.

Oracle Mystery of the Head Final Revelation: Upon reaching 20th level, you become acephalic, and able to remove your own head without dying, or even to have your own head removed by violence harmlessly. No ability that derives its power from possession of your head can be used by another creature. Your head becomes capable of hovering with a speed of 30 ft. (clumsy), and takes a quarter of your hp with it; the head can travel up to one mile from the your body, and retains command over both itself and the headless body, which is still conscious and motile, and aware of the surroundings around its body as if using the scrying spell (caster level equals the oracle’s class level). An acephalic oracle may cast spells from the location of her head, and if the body is slain or destroyed, the hovering head continues to exist. Destroying the head (and the head alone) slays the oracle. You must still satisfy your body’s physical need for sustenance, unless these needs are provided for otherwise, and hence you must reattach your head for to provide for these, according to the rules for starvation and thirst in the Core rulebook. If the body is destroyed, the oracle’s head needs an alternate means of feeding itself to remain alive. Acephalous oracles who cannot do so become free-willed animate severed heads after their deaths, as per the description under the headhunter class, with the oracle’s former hit dice and abilities being used to calculate the undead head’s statistics as if the oracle had been its own master.

Lunar Knights
Serbian Lycanthrope: These monsters are men who would return from the grave to haunt their widows.

Malevolent and Benign
Autmnal Mourner: Autumn mourners are the lingering spirits of the neglected dead. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.
Autumnal mourners arise from the bodies of the unburied and forgotten dead.
While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.
Avatar of Famine: Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard.
Bone Sovereign: Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
Dark Voyeur: A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass.
Foul Spawner: ?
Gray Lady: Many a seaman who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.
A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.
Haze Horror: Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested.
Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns.
Hearth Horror: A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed.
A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.
The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.
Hellscorn: Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death.
Inscriber: It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.
Lostling: A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days.
Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.
Neverlasting: The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife; never truly living, yet never dying, these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.
Sabulous Husk: Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within.
Skelton Black: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers.

Undead: A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood.
Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead.
Ghoul: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Ghoul Ghast: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Zombie: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.

Malevolent Medium Monsters
Faithslain: When the devout follower of a non-evil deity falls to the overwhelming power of servants to evil deities, they sometimes rise as faithslain. These powerful undead return as the result of exceptionally powerful evil or negative energy attacks suffusing their bodies. Many faithslain rise in the aftermath of an antipaladin’s smite attacks, or from the channeled negative energy of a powerful divine caster. Regardless of how the faithslain originally died, it rises from death, animated by powerful negative energy coursing through its body.
Faithborn: These are the animated souls of evil worshippers slain by the followers of good-aligned deities. Much like faithslain, the faithborn are raised into undeath, but as redeemed creatures seeking to spend their unlife righting the wrongs they made while alive.

Manastorm: World of Shin'ar NPC Codex
Undead Black Dragon Wyrmlings:

Marshes of Malice
Cheated Spirit: Some swamp cultures practice athletic competitions where individuals or teams compete against one another in an event with strong religious overtones. The stakes for the participants could not be higher. The victors bask in the glory and live to see another day. The losers, meanwhile, meet their permanent and ignominious end on the playing field. With life and death hanging in the balance, it comes as no surprise that some competitors may attempt to gain an unfair advantage over their rivals. They may bribe game officials to rule in their favor, use illegal equipment, or rely upon outside interference to get a leg up on their opponents. When their plans succeed, the adversary they cheated suffers the fatal consequences. Though the vanquished often fail to realize they were duped, seasoned foes who spot the telltale signs of a rigged outcome vow to avenge their loss. Unwilling to meekly accept undeserved defeat, these slighted souls rise from their graves as the sorest of losers.
Unrequited: When a life is cut short under tragic circumstances long before Nature takes its toll on the mind, body, and spirit, the residual force left in its wake can take physical shape and coalesce into the embodiment of that person’s unrealized potential. An unrequited only forms from the enduring essence of an adolescent humanoid. Small children are too inexperienced and naïve to formulate the complex wants necessary to give rise to one of these creatures, while adults are too jaded and goal oriented to forsake their everyday responsibilities and instead dwell on what may come to pass. It takes at least a year for the creature’s consciousness to take on a life of its own; therefore the brain must remain well-preserved and intact during this strange metamorphosis. The introduction of foreign substances during the typical embalming process imbalances the brain’s unique chemistry and prevents the unrequited from springing into existence. However, corpses that undergo natural processes that impede decomposition, such as the cool, acidic environment found in a bog or fen, are ideal to giving rise to an unrequited. The means of death is another important ingredient for its genesis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. In the coming weeks and months, the swirling scarlet gases gather together in close proximity to the decedent’s final resting place. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality.
Needless to say, an unrequited is a creature borne of supernatural events rather than a natural occurrence. An unrequited appears as swirling, egg-shaped cloud of luminescent, crimson vapors vaguely resembling an angry child. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence. It acts upon pure impulse, directing its hatred towards its fellow humanoids, although it cannot distinguish any specific individual from another. An unrequited rarely strays far from its body, thus it is not uncommon to encounter more than one of these monsters in a particular area, especially a locale containing a mass grave associated with a bloody massacre or similar atrocity. Regardless of the number inhabiting that location, they all share the same, common goal — to slay other sentient creatures before they fulfill their hopes and aspirations by emptying their minds of any rational thought. In a few isolated cases, a humanoid adolescent slain by an unrequited later rises to join the ranks of its killer.
On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot.
Tyler Ebbensflow, Advanced Draugr Captain: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
William the Mad Crawdad, Duppy: The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy.
Human Meat Puppet: During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures.
Hamish MacDuncan, Human Nosferatu Fighter 8: Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left.
Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed.
Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later.
The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them.
The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again.
But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life.
Eladrian, Groaning Spirit: ?
Swamp Mummy: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities.

Draugr: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
Undead: The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide.

Midgard Worldbook for 5th Edition and Pathfinder
Sated Fang, Darakhul Monk: ?
King Lucan, Vampire Fighter 9: ?
Darakhul: ?
Undead Centaur Ghost: ?
Emperor Nicoforus The Pale, Darakhul: ?
Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector fo the Fane of Blood, Heir to the Twin Thrones, Vampire Wizard 12: ?
Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin, Vampire Sorcerer 9: ?
Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights, Vampire Fighter 14: ?
Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters, Vampire Rogue 8: ?Lord Mayor Rodyan, The Glutton of Hangksburg, Vampire Wizard 12: ?
Countess Urzana Dolingen of Morgau, Vampire Wizard 13: ?
Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean, Vampire Fighter 13: ?
Commander Balenus of the Ghost Knights, Vampire Fighter 11: ?
Shroudeater: ?
Lady Chesmaya, Voivodina of the Verdant Tower, Lich: ?
Liquid Zombie: ?
Undead Purple Worm: ?
Deathwisp: ?
Count Warrin, Vampire Lord: ?
Otmar the Sallow, Vampire Lord: ?
Strigoi: ?
Draugir: ?
Ibbalan the Illustrious, Ancient Undead Gold Dragon: ?
Gray Thirster: ?
Undead Gnoll: ?
Ghul King: ?
God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
Catfolk Mummy: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Ghost Head Goblin Horror: This infamous tribe contains
as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Kamelk Twice-Killed: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Vaettir: ?
Will o' Wisp: ?
Vilmos Marquering, The Black Fang: ?
Beggar Ghoul: ?
Duke Wierdunn Bonehand: ?
Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Duke Borag the Executioner, Warlord of Gallwheor: ?
Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Darakhul Wizard: ?
Valengurd the Confessor, Darakhul Wizard: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Vizorakh the Ravenous, Cave Dragon Dracolich: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.

Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: ?
Haunt: ?
Vampire: ?
Lich: ?
Ghost: When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Skeleton: ?
Specter: ?
Burning Skeleton: ?
Wraith: ?
Mummy: ?
Wight: ?
Shadow: ?
Ghast: ?

Monster Advancement Enhanced Undead
Enhanced Undead Creature Template: “Enhanced Undead Creature” is an inherited or acquired template that can be added to any corporeal undead creature with a minimum CR of 2 (before applying this template) and an Intelligence score of 4 or more. At the GM’s discretion, the template might be added to incorporeal undead creatures as well.
Enhanced Dwarf Skeletal Champion Warrior 1: ?
Enhanced Cairn Wight Rogue 2: ?
Enhanced Elf Zombie Lord Wizard 8: ?
Enhanced Lamia Juju Zombie Inquisitor 6: ?
Enhanced Mummy Cleric 13: ?
Enhanced Skeletal Champion Fighter 16: ?

Monster Focus: Ghouls
Ghast Lord: A ghast lord can be made by casting create undead by a 14th level caster.
Gluttonous Ghoul: These variants can be created using create undead by a 12th level caster.
Leaping Ghoul: These variants can be created using create undead by a 12th level caster.

Skeleton: ?
Zombie: ?
Ghoul: A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves.
A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.
Animate Ghoul spell.
Ghast: A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.
Ghast Tooth alchemical item.

Animate Ghoul
School necromancy [evil]; Level antipaladin 4, cleric 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (piece of rotting flesh and an onxy gemstone worth 100 gp)
Range touch
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell causes one humanoid corpse to rise as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, Hit Dice, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If the caster is 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If the caster is at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).

Ghast Tooth: This alchemical component is made from the yellowed fang from a slain ghast. If imbedded into the tongue of a dead creature before casting animate ghoul or create undead, the ghast tooth causes the creature to rise up as a ghast, regardless of caster’s level and material component used. In addition, the ghast receives a +2 racial bonus to the DC of its stench ability.

Monster Focus: Graveling
Graveling: Made from dead flesh stretched over an odd assortment of bones, this small twisted thing moves with surprising speed.
Created by fledgling necromancers, these undead things can often be found skulking about their lair performing menial tasks.
Necromancy is a dangerous art to master. Such black magic tampers with the forces of life and death and the resulting creations are usually lethal. While many are reckless in their pursuit of power, those that start off cautiously often create gravelings. These tiny undead creatures are little more than a collection of dead flesh held together by simple stitches, and animated with the most rudimentary of skills.
Animate Graveling spell.

Animate Graveling
School necromancy [evil]; Level antipaladin 1, cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (an onyx gemstone worth 25 gp per graveling created)
Range touch
Target one or more lumps of flesh touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell functions like animate dead, but it causes one or more lumps of flesh and bone to animate as a graveling under your control. You can animate one graveling per casting of this spell, plus one additional graveling for every two caster levels you possess, maximum 5. These gravelings count against the total number of undead you can control, as per animate dead.

Monster Focus: Liches
Apprentice Lich: Some liches do not gain the full powers of their kind, either as the result of a failed transformation or due to the soul vessel spell. In either case, the magic of these lesser liches slowly wanes over time and unless they can find a way to stabilize the necromantic power that grants them unlife, they eventually crumble to dust. Known as apprentice liches, they are no less deadly, even if they are slowly falling apart.
A powerful necromancer just recently attempted to become a lich, but his formulas were flawed and although he did not die, he is now an apprentice lich.
Soul Vessel spell.
Blackfrost Lich: ?
Gloom Lich: As the centuries fade away, some liches begin to learn that their corporeal forms are deteriorating. As they crumble, the lich gains even greater control over what remains.

Lich: ?

Soul Vessel
School necromancy; Level cleric 8, sorcerer/wizard 8
Casting Time 1 minute
Components V, S, F (gen encrusted phylactery worth 10,000 gp)
Range personal
Target you
Duration 1 hour/level
This spell hides a portion of your soul away in a specially prepared phylactery. If you are slain at any point during the duration of this spell, and the phylactery is undamaged, it immediately shatters, releasing a black vapor that solidifies over the next hour to form a new body for you. At the end of this time, you are brought back to life with 1 hit point. You do not take any negative levels as a result of this spell, but any gear or magic items that were on your body are not transferred to your new form, unless of course you retrieve them. If the congealing vapor is disturbed at all during the 1 hour required to form your new body, the spell fails and you remain dead. You can only have on instance of this spell in operation at one time. Any subsequent castings fail. If you are slain by a death effect and your body is animated using create greater undead, the black vapor quickly flows to the undead form, causing you to rise as an apprentice lich, free from the control of the creature that cast create greater undead.

Monster Focus: Mummies
Decrepit Mummy: After centuries spent locked away inside a tomb, the magic that binds some mummies begins to falter.
Mummy Priest: When a high priest is mummified, they sometimes retain some of the powers they had in life, granting them the ability to cast spells and use other foul powers.
These variants can be created using create undead by a 17th level caster.
Shifting Mummy: These variants can be created using create undead by a 17th level caster.

Mummy: Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy.

Monster Focus: Skeletons
Decrepit Skeleton: These skeletons are so ancient that the magic that binds them is beginning to fail. They are often missing parts of their bodies, such as an arm or a number of ribs. Some even lack legs and instead must crawl about. Decrepit skeletons cannot be intentionally created.
Monstrous Skeleton: Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.
Skeletal Lord: A skeletal lord cannot be created without powerful evil rituals.

Skeleton: The creature is a skeleton, an undead abomination created from the bones of a dead creature.
Animate Dead Minor spell.
Call the Dead spell.
Bone Sword magic item.
Zombie: Animate Dead Minor spell.
Bleeding Skeleton: Call the Dead spell.
Burning Skeleton: Call the Dead spell.
Skeletal Champion: ?

Animate Dead, Minor
School necromancy [evil]; Level cleric 1, sorcerer/wizard 2
Target one corpse touched
Duration 1 day
This spell functions as animate dead except that it can create one standard humanoid skeleton or zombie with a maximum number of HD equal to your caster level, to a maximum 5 Hit Dice at 5th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.

Call the Dead
School necromancy [evil]; Level cleric 8, sorcerer/wizard 9
Casting Time 4 hours
Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)
Range medium (100 ft. + 10 ft./level)
Targets all corpses in a 100-ft. spread
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Calling on the grim powers of death, you cause all the corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 feet, although such undead take 1d4 minutes to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 minutes per level. These undead do not count against your Hit Die limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust.

Bone Sword
Aura moderate necromancy; CL 10th
Slot none; Price 16,315 gp; Weight 4 lbs.
This ancient blade appears to be made from bone, but it is as hard as steel. Once per day, when this +2 longsword is used to deliver the killing blow to a humanoid creature, the bone sword can be used as a swift action to cause the creature’s flesh to melt away and its body to rise up as a skeleton under the wielder’s control, as if using lesser animate dead (Ultimate Magic). The skeleton can have no more than 5 Hit Dice when created in this way. The sword wielder cannot control more than one skeleton in this way at a time. If the sword is used again to create a skeleton, any previous skeleton created by the sword immediately crumbles to dust. This skeleton does not count against the Hit Die limit of undead that the wielder can control, but if the wielder ever loses the bone sword the undead becomes uncontrolled until a creature picks up the sword, gaining control of the skeleton.
Construction Craft Magic Arms and Armor, lesser animate dead; Cost 8,315 gp

Monster Focus: Zombies
Corpse Field: Even once destroyed, the severed limbs and heads of zombies are not completely dead. Such undead refuse is often left littering the field of battle, although it is sometimes known to erupt from the ground in a cemetery suffused with evil.
Brood Zombie: A brood zombie can be made by casting create undead and summon swarm or insect plague by a 15th level caster.
Swarm of Undead Beetles, Centipedes, and Ants: ?
Relentless Zombie: A relentless can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.
Virulent Zombie: A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.

Zombie: Flesh Rot spell.
Ash Pendant magic item.
Plague Zombie: Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.

Flesh Rot
School necromancy [evil]; Level antipaladin 3, cleric 4,
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
This spell causes a creature’s flesh to rot from its bones and if slain, to rise as a zombie under your control. When you cast this spell, your hand takes on sickly green aura. Using this spell requires a melee touch attack. If the attack hits, the target takes 1d6 points of damage per caster level you possess, to a maximum of 12d6 points of damage. If the target is slain by this attack, it rises as a zombie under your control on the following round (as if using animate dead, maximum 12 Hit Dice). The target is allowed a Will save to reduce the damage to 1 point per caster level. If the save is successful, the target does not rise as an undead, even if the attack kills it. Any bonuses on saving throws against disease apply to this effect. This spell has no effect on targets that are immune to disease.

Zombie Plague
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This spell infects the target with zombie rot. The disease is contracted immediately upon a failed Fortitude save (no onset time). If the target dies while under the effects of this disease, this spell does not confer control of the zombie to the spellcaster.
Zombie Rot—spell; save Fort DC as per the spell; onset none; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.

Ash Pendant
Aura faint necromancy; CL 5th
Slot neck; Price 750 gp; Weight 1 lbs.
This pale white pendant is carved from the heartwood of an ash tree grown in a cemetery. One end of the pendant contains a silver reservoir filled with ashes. These ashes can be spread upon the forehead of a corpse that died within the past day, causing it to animate as a zombie with up to 5 Hit Dice on the following round. This zombie is under the control of the pendant’s wearer and does not count against the total number of Hit Dice of undead that the wearer can control. The pendant can only be used once and it crumbles to dust if the zombie is destroyed.
Construction Craft Wondrous Item, animate dead; Cost 375 gp

Monster Hunters Dark Europe
Banshee: A banshee is the restless spirit of a powerful fae creature.
Banshee Lesser: A banshee is the restless spirit of a powerful fae creature.

Monster Menagerie Oceans of Blood
Toothwraith: Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.

Monster Menagerie Ravagers of Time
Time Wraith: A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it).
Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.

Monster Menagerie Seasonal Stars Pumpkin Stalker
Death-o-Lantern Pumpkin Stalker Mohrg: The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer.

Zombie Fast: Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.

Monster Menagerie: The Kingdom of Graves
Bean Chaointe: Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal.
Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse.
Bloodknight Human Vampire Fighter 11: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.
Dark Messenger: ?
Lich Tyrant Human Lich Aristocrat 10: Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality.
Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes.
Masque Ghul: A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight.
Night Dragon: Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery.
Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place.
Rot Giant: Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously.
Soul Harvester: They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive.

Skeleton: A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim.
Vampire: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.

Monster Movie Matinee
Unstoppable Maniac: These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.

Monsters of NeoExodus: Scythian
Scythian Cemetery: Scythian cemeteries sometimes form in areas where many Scythians have died (such as the site of a battle where extensive necromantic magic was used).
Skeleton Scythian: Skeletons created with Scythian bones are all burning exploding skeletons, except they inflict piercing damage instead of fire. Their immunity to fire is replaced by immunity to piercing weapons.

Monsters of Porphyra
Barrow Wight: Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.
The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth.
Fukuranbou: Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination.
Iron Lich: “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body.
An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within.
Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece.
The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40.
Pattern of Suffering Ironclad Lich Human Cryptic 11: ?
Knollman: ?
Octospine: The octospine is a hideous creature, believed to be the creation of a demon lord.
Sage Whisperer: Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations.
Shebbah: Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic.
Undead Elementals: ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature.
Vampiric Dragon: “Vampiric dragon” is an acquired template that can be applied to any dragon.
A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death.
Auroscruour Ancient Vampiric Gold Dragon: He allowed the necromancers of The Empire of the Dead to transform him into a vampire.
The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead.
Vampiric Thrall: A vampiric thrall is normally created when a living creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down).
A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so.
“Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast.
Vampiric Thrall Giant Frog: ?
Vampiric Thrall Axe Beak: ?
Zombie Rat: Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb.

Ghoul: The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.

Monsters of Porphyra 2
Arborgeist: When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. The treant’s soul becomes twisted and corrupted, returning as a terrible spirit of vengeance known as an arborgeist.
Assassin Spirit: When an assassin or contract killer dies and is barred from the afterlife their unclean soul continues to haunt the world as an assassin spirit.
Besieged Undead: Besieged undead are unholy creatures created in times of great peril with limited resources. A single well-preserved corpse is used to make a three undead creatures (along with some nails, wire, bindings, and unholy luck).
Bonesman: ?
Muscleman: These gruesome foes are composed of stitched together muscle, grafted weapons, and a spirit of malice.
Gritman: Gritmen are created from the skin of a humanoid creature that has been stitched together and filled with sand to replace its muscles and bones.
Burning One: In the earliest days of the NewGod Wars, the forces of Gerana met with terrible defeat as a number of Lady Justice’s paladins and knights fell to Ashamar Shining’s forces. These unfortunate souls were corrupted and transformed into the first burning ones and made to turn against their former allies.
Defidi: A grippli that dies of disease and is subsequently animated by necromantic magic becomes more than a mere zombie, bearing faint traces of its former tribal existence and a desire to serve evil powers.
Some few grippli achieve undeath to defidi through personal evil behavior and death by disease; these would be the solitary encounters of these undead frog-people.
Ghost of the Hunt: When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remains and instead animate its remains as an undead spirit.
Kuchisake-Onna: Kuchisake-onna are disturbed and vengeful spirits of mutilated women.
Janhutu-Imra: ?
Qutrub: Qutrub that incapacitate humans, usually through ghoulish paralysis, will restrain and take them to their lairs. During the next new moon, the qutrub will force their victims to eat humanoid flesh, completing a ritual that will turn them into a qutrub within 1d12 minutes. Only humans are affected, and can become qutrub.
The ancient curse of the qutrub is said to have been placed upon the followers of an arrogant ancient king, who defied the Elemental Lords and was turned to stone for his perfidy. His petrified body was cast into the sky, and remains today as the First Moon. His similarly defiant followers became the qutrub, bound by the light of the moon to exist in horrific ghoulish shape, or the moon-worshiping great wolves that howl their defiance, as that primeval king once did.
Malison: A malison is a foul and spiteful undead formed by the union of a humanoid’s fury with the dying curse of a god.
This likely mirrors the death cry of minor godlings that perish throughout the Multiverse, their death-spark giving rise to the creation of a malison, with the dying rage of sentients in any given location. There is no known way to replicate the creation of a malison with necromantic magic, though circumstances could certainly be manipulated, should the evil being doing so know enough about this type of undead.
Nang Tani: They come into existence when a young humanoid female dies before marrying or having children, and her spirit enters a banana tree which grows near her village.
Walking Disease: Humanoid creatures killed by a walking disease’s massive infection rise as a new walking disease in 1d4 days.
Nearly all of these infectious agents remain simple, non-sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge.

Undead: Those killed by death elementals often return as undead creatures.
Undead are once-living creatures animated by spiritual or supernatural forces.
Bhuta: A yaksha that dies on the Material Plane sometimes becomes a foul and dreaded bhuta, undead manipulator of animals; possibly a lingering curse from the betrayed Elemental Lords.

Monsters of Sin Collection
Bone Swarm: Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms.
Lovelorn: Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death.
Spiteful Spirit: An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away.
“Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies.
A spiteful spirit rises instantly upon the death of its corporeal form.

Mor Aldenn Creature Compendium
Black Glass Undead: They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil.
“Black Glass Undead” is an acquired template that can be added to any corporeal undead creature.
Black Glass Wight: ?

Wight: Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds.

Mountains of Madness
Summiteer: Some individuals that take up mountain climbing find that as they get closer to the summit and face the ever-increasing dangers of continuing become more consumed with reaching their desired goal than surviving the harrowing ordeal. Experienced mountaineers refer to the obsession as “summit fever.” Those suffering from this affliction let mania replace judgment. At these extreme altitudes, there is no room for error. Bone-chilling cold, howling winds, and the lack of oxygen cause mistakes fatal. The brave souls that succeed in this perilous mission tragically pass by the frozen corpses of those that failed on their way to and from the top of the mountain. There are times though, when the harsh elements and even death itself cannot sate the ambitions of determined mountaineers. These driven individuals rise from their icy, trailside graves at the highest elevations to deny others pursuing the prize that eluded them in life.
Though many humanoids races have died in their vain attempts to defeat the mountain, summiteers are exclusively human.
Sphinx Zombie: During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.

Skeleton: Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence.
Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass.
Zombie: Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence.
Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass.
Vampire: ?
Lich: ?
Shadow: The vengeful Ankehaton slew two of his killers, turning them into 2 shadows.
Undead: She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror.
For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force.
The building’s current resident transformed some of his former colleagues into his undead servants.
The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.)
The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living.
Barrow Wight: At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin.
Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.
Lantern Goat: ?
Spellgorged Zombie: If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies.
Hoar Spirit: ?
Crypt Thing: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement.
Greater Shadow: At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow.
Huecuva: The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.

Mystical Kingdom of Monsters Haunted Eve Monster Pack
Festrog Pup: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic.
Festrog: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic.
Festrog Dire: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs.
Pumpkin Lord: The oldest of jack-o’-lanterns and scarecrows become pumpkin lords.
Crawling Claw: When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole.
As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life.
The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand.
Nightwalker: Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades.
Skeleton Monsters: Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find.
Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.
Crurotaur Skeleton: ?
Owlbear Skeleton: ?
Scoundrite Skeleton: ?
Zombie Monster: Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them.
Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.
Gray Render Zombie: ?
Hydra Zombie: ?
Moncroak Zombie: During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies.
Treant Zombie: Treant zombies reanimate from the remains of treants left
in the swamps of the Kingdom during Haunted Eve.

Mythic Magic Core Spells
Undead: Mythic Create Undead spell.
Mythic Create Greater Undead spell.

Create Undead
You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.
Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.

Create Greater Undead
You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.
Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.

Mythic Magic Expanded Spells I
Undead: Mythic Soulreaver spell.

SOULREAVER Mo
You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control.
Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.

Mythic Magic: Horror Spells
Zombie: Mythic Flesh Puppet spell.
Mythic Flesh Puppet Horde spell.
Mythic Flesh Wall spell.
Torpid Reanimation spell.
Skeleton: Torpid Reanimation spell.
Agile Mythic Simple Skeleton: Torpid Reanimation spell.
Agile Mythic Simple Zombie: Torpid Reanimation spell.
Savage Mythic Simple Skeleton: Torpid Reanimation spell.
Savage Mythic Simple Zombie: Torpid Reanimation spell.
Mythic Skeleton: Torpid Reanimation spell.

FLESH PUPPET
You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. As a standard action, you can direct the zombie to make a single melee attack.

FLESH PUPPET HORDE
You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. You can issue directions to multiple zombies with a single swift action, provided that you issue the same instructions to each zombie. You can issue different directions to any number of zombies as a move action. Finally, you can direct zombies created by this spell to attack without them gaining the staggered quality or ruining their disguises.

FLESH WALL
Each 5-foot square of the flesh wall has a number of hit points equal to 10 + 5 per mythic tier you possess, rather than the normal amount. Additionally, each section of the wall (and each zombie created from the wall) gains a bonus on attack and damage rolls equal to 1/2 your mythic tier. If a section of the all successfully damages a creature with its slam attack, it can attempt a combat maneuver check as a free action to attempt to pull the creature inside the wall, where it becomes trapped in the same fashion as a creature that failed a Strength check to move through the wall.

TORPID REANIMATION
Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore this spell’s material component cost. Additionally, add your mythic tier to your caster level when determining the spell’s duration. Finally, until the animation is triggered, the spell’s aura is hidden as though with a magic aura spell, making it difficult to detect the spell’s presence before the corpses are animated.
Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic simple template. This template last for a number of days equal to your tier. Alternatively, if you expend six uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.

Mythic Mastery Mythic Mummies
Dry Mummy: Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality.
Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed.
Mythic Dry Mummy: ?
Pitch Mummy: It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation.
Mythic Pitch Mummy: Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.

Mythic Mastery Mythic Nabasu and Shadow Demons
Mythic Ghoul: A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.

Ghoul: As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible.
Ghoul Ghast: A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.

Mythic Module Monsters Red Throne 2
Mythic Daughter of the Dead: ?

Mythic Module Monsters Red Throne 3
Mythic Rajput Anbari: ?

Mythic Module Monsters Rune Lords 1
Mythic Attic Whisperer: An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form.

Mythic Module Monsters Rune Lords 2
Mythic Carrionstorm: ?
Mythic Revenant: ?

Mythic Module Monsters Rune Lords 3
Mythic Smoke Haunt: ?
Mythic Totenmaske: ?

Mythic Module Monsters Rune Lords 4
Mythic Deathweb: ?

Mythic Module Monsters Rune Lords 5
Mythic Witchfire: ?

Mythic Monsters 1: Demons
Mythic Bodak: ?

Bodak: A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.

Mythic Monsters 7: Inner Planes
Mythic Ghul: ?

Mythic Monsters 9: Undead
Nosferatu: ?
Count Dracula: ?
Mythic Undead: Undead are deadly at any time, but mythic undead are doubly so. Their origins are varied, and a great many undead arise from awful curses, bearing their corruption in life into a tormented undeath, or have been dragged unwillingly into the ranks of the undead as slaves spawned by their deathless masters. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.
Mythic Baykok: ?
Mythic Demilich: ?
Mythic Devourer: ?
Mythic Dullahan: ?
Mythic Ghoul: ?
Mythic Ghast: ?
Mythic Pickled Punk: ?
Mythic Spectre: ?
Mythic Totenmaske: ?
Mythic Wight: ?
Mythic Witchfire: ?
Mythic Wraith: ?
Advanced Fast Zombie: Humanoid creatures killed by a mythic mohrg rise immediately as advanced fast zombies under the mythic mohrg’s control.
Jigsaw Man: When a talented, unrepentant serial killer is executed by quartering, the murderer can sometimes animate its own shredded remains through sheer force of will and rise as an undead monstrosity bent on continuing its homicidal existence.
As if a dozen mythic undead were not enough, we also bring you the severed slasher that is the jigsaw man; hanging was too good for him in life, so drawn and quartered he remains in undeath, his disparate parts driven by a malign will to sever the thread of life for any mortals unlucky enough to cross its path.

Ghost: ?
Vampire: ?
Allip: ?
Zombie: Animate Dead Lesser spell.
Shadow: ?
Skeleton: Animate Dead Lesser spell.
Lich: ?
Mythic Skeleton: Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.
Mythic Lich: Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.
Baykok: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Mohrg: ?
Fast Zombie: ?
Pickled Punk: The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later.
Spectre: Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round.
Totenmaske: ?
Wight: Any humanoids slain by a mythic wight become nonmythic wights themselves in one round.
Witchfire: ?
Wraith: A humanoid slain by a mythic wraith becomes a wraith in 1 round.

ANIMATE DEAD, LESSER
This spell functions as mythic animate dead, but creates only a single Small or Medium skeleton or zombie.

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghast's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Mythic Monsters 10: Sea Monsters
Mythic Draugr Crew: ?

Draugr: Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.
Draugr Captain: Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.
Lacedon: ?

Mythic Monsters 12: Fairy Tale Creatures
Mythic Banshee: ?

Mythic Monsters 14: Giants
Mythic Brute Wight: ?

Mythic Monsters 16: Monstrous Humanoids
Zombie: Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie.
Ghoul: ?
Vampire: ?

Mythic Monsters 22: Emissaries of Evil
Advanced Juju Zombie: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.
Agile Mythic Juju Zombie: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.
Invicible Mythic Juju Zombie: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.

Juju Zombie: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control.

Mythic Monsters 23: Worms
Mythic Ghast: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.

Ghast: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Wight: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Mohrg: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Ghoul: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.

Mythic Monsters 25: Lords of Law
Sakathan: Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism.
Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh.
Sakathan Spawn: A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain.
A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.

Mythic Monsters 27: COLOSSAL
Mythic Zombie Titan: ?

Fast Zombie: Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.

Mythic Monsters 31: Daemons
Mythic Ghast Advanced: Humanoid creatures slain by a mythic meladaemon must succeed on a DC 23 Will save or rise as mythic ghasts (see Mythic Undead) with the advanced template on their next turn.

Mythic Monsters 32 Shadow
Mythic Nighwalker: ?
Mythic Shadow: ?
Shadow: A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Mythic Monsters 41: India
Mythic Bhuta: ?
Mythic Rajput Ambari: ?

Ghoul: ?
Bhuta: ?
 
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Voadam

Legend
Pathfinder 1e N-Z, Magazines

Pathfinder 1e N-Z, Magazines
NeoExodus Campaign Setting
Mercy of Nyssa: The necromancer Xon had fallen madly in love with the empress of the Caneus Empire. When he learned of her death, he snatched her body in the night and brought her back to Unthara, where he used his darkest, most powerful magic to turn her into a unique undead creature.
Xon: Xon was a necromancer in service to the Confederacy during the Twilight War, who bolstered Confederate forces by raising entire legion of undead horrors. But his methods revolted even the brutal Confederates, and in 69 BU the generals turned on him, destroying his army and killing him. After the fight, though, Xon’s undead followers took his body away and raised him as a lich.
Advanced Undead: Creating undead with all three chapters from the Black Notebook of Xon.
Haru Anon: Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch, as none of them could travel to the afterlife.

BLACK NOTEBOOK OF XON
Aura strong necromancy; CL 15th
Slot —; Price 5,000 gp (per chapter; a full book costs 15,000 gp)
DESCRIPTION
These black notebooks are considered holy to the Xonists. A notebook has three chapters, which give magical and alchemical formulas for creating more powerful undead. Having multiple chapters increases the potency of the created undead. The book benefits any method of creation, be it alchemical, arcane, or divine magic.
When creating an undead with one chapter, the user doubles the number of undead he can control.
When creating an undead with two chapters, the user may also add a +2 bonus to one ability score. The undead’s channel resistance increases by the user’s spellcasting ability—or by his Intelligence modifier, if the undead are not created by magic.
When creating an undead with all three chapters, the resulting creature becomes advanced. The book also provide many tricks and substitutes, reducing the cost of any undead creation spell requiring material components to 20% of its original cost.
CONSTRUCTION
Requirements Craft Wondrous Item, Scribe Scroll, creator must be Xon or a Xonist priest

Northlands
Hjalmar the Patient Human Vaettir Fighter 8: ?
Vaettir: “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.

Oathbound Bestiary
Lector: It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object.
Lector Old: ?
Lector Venerable: ?
Mirajii Newborn: Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection.
Mirajii: Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form.
Mirajii Blademaster: ?
Nightsong Apparition Despondent: ?
Nightsong Apparition: Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world.
Nightsong Apparition Wrathful: ?
Ruin Zombie: A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being.
Greater Ruin Zombie Wizard: ?
Greater Ruin Zombie Bard: ?
Skeletal Ravager: Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault.
These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy.
Skeletal Ravager Maddened: ?
Skeletal Ravager Greater: ?
Wisp: Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire.
Mist Wisp: ?
Sand Wisp: ?
Water Wisp: ?

Obsidian Apocalypse
Shambling Zombie: A new kind of undead rose soon after the meteor strike, when the Nightwall fell.
Shambling zombie is a template that can be applied to any corporeal fey, humanoid, or monstrous humanoid.
Any corporeal fey, humanoid, or monstrous humanoid that dies while infected with shambling rot rises as a shambling zombie in 2d6 hours.
Shambling Zombie Goblin: ?
Shambling Zombie Human: ?
Shambling Zombie Ogre: ?
Shambling Zombie Selkie: ?
Shambling Zombie Hill Giant: ?
Shambling Zombie Fire Giant: ?
Asi Magnor, Human Mummy Cleric 10/Fighter 15: When the Cataclysm struck and the great meteor fell from the sky, Asi Magnor—who had once rejected the idea of his own undeath—rose from the grave. With him came also the warrior kings interred elsewhere, along with their servants, their soldiers, their wives and concubines, their horses, and everything once living contained in their tombs. The sacred geometry of the necropoli amplified the energy of the meteor, driving the legions of the dead to pour from their tombs under the command of Asi Magnor.
Calix Sabinus, Human Vampiric Lich Aristocrat 2/Necromancer 20/Eldritch Knight 10: In time, Sabine revealed the reason for her enthusiastic interest in the dark arts. She was a vampire—and she needed him to find a cure for her condition. He was torn: his studies had twisted his mind and he had become obsessed by undeath and immortality, but here was the woman he loved rejecting the very things he sought. Their argument raged and Sabine nearly killed Calix, but the scholar finally relented. Parting company with the woman, he promised to search for a cure.
When his love returned to him two years later, Calix swore that he had found how to restore her mortality, and so they renewed their relationship. However, he soon revealed the steely core of treachery and self-interest that would serve him so well in later years. Once he lured her into his laboratory, he rendered her helpless with magics. Taking her blood, Calix turned himself undead—becoming all that he had ever wished to be—before he destroyed her.
While a cunning and deadly fighter, Calix couldn’t take on Magnor’s armies in a full frontal assault. Realizing this, he turned toward defense to give himself time enough to complete his magical studies. With his forces beaten back almost to his stronghold, Calix reemerged—transformed once again by magic, this time into the first and only vampiric lich.
Dark Cherub: Though they look like infant skeletons with bat-like wings, dark cherubs are made from the bones of many creatures and are akin to homunculi.
Shadow Ripper: When necromantic energy combines with shadow magic, the results can be horrific—the deadly shadow rippers are a leading example. What started as an experiment in creating an undead assassin turned tragic as the first shadow rippers turned on their creators and escaped into the wild, spreading their affliction far and wide.
A shadow ripper can be created with create greater undead by a caster of at least 18th level.

Undead: Undead raise due to the necromantic energy in the meteor.
The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead.
Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead.
Skeleton: Animation by Touch feat.
Zombie: Animation by Touch feat.
Vampire: Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.

Animation by Touch [Necromantic]
You may now animate corpses into skeletons or zombies merely by touching them—such is the power you hold in manipulating negative energy.
Prerequisites: Ability to cast the animate dead spell, Death Touch.
Benefit: This necromantic feat works in all respects as the animate dead spell, except that you need only touch a corpse and no material component is needed. Only one undead creature may be animated every time this feat is used, though you may still control multiple creatures. The maximum number of undead created in this way that you may control is equal to 2 HD per caster level, and count toward your limit for animate dead, regardless of other sources.

Shambling Rot (Ex): slam; save Fort DC 10 + shambling zombie’s Charisma modifier + 3 per shambling zombie within 5 feet; onset 1d4 hours; frequency 1/day; effect 1d4 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected rises as a shambling zombie in 2d6 hours.

Obsidian Apocalypse: Sinful & Vile Feats
Mob of Gold-Clad Skeletal Champions: ?

Occult Character Codex Mediums
Berbalang Medium 8, Diegga: ?
Berbalang Medium 12, Mazza: ?
Berbalang Medium 16, Vakka: ?

Occult Character Codex Occultists
Advanced Baykok, Soltegu: ?

Occult Rituals of the Necromicon: Vol. 1 Undead
Mummy Lord: Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot.
“Mummy lord” is an acquired template that can be added to any living corporeal creature that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials.
Sand of Flesh ritual.

Zombie: Land of the Damned ritual.

Flesh of Sand
School Necromancy; Level 8
CASTING
Casting Time 8 Hours
Components V, S, M (bandages and spices), F (rare herbs, oils, and other mummification materials worth at least 50,000 GP [as described in template])
Skill Checks Heal DC 30, 3 successes; Knowledge (planes) DC 30, 2 successes, Knowledge (religion) DC 30, 3 successes
EFFECT
Range Self
Duration Permanent
Saving Throw None; Spell Resistance no
Backlash Caster gains 2 permanent negative levels
Failure The caster is exhausted and suffers from Mummy Rot
DESCRIPTION
With several hours of preparation, the caster seals themselves into an occult symbol covered coffin filled with sand. The ritual slowly drains the life force from the caster, and replaces it with the powers of the undead. Hours later, the caster rises from the coffin, with the powers and abilities of a Mummy Lord.

Land of the Damned
School necromancy; Level 9
CASTING
Casting Time 9 hour
Components V, S, M (Sea Salt), F (Onyx statue of death worth 10,000GP)
Skill Checks Knowledge (arcana) DC 33, 3 successes; Knowledge (nature) DC 33, 3 success; Knowledge (religion) DC 33, 3 success
EFFECT
Range touch
Duration permanent
Saving Throw none; Spell Resistance no
Backlash Caster is exhausted
Failure the caster is afflicted with a more potent version of the Zombie Rot disease (DC 17; 2 saves; 1d2 Con; 1/day).
DESCRIPTION
Under the light of a waning moon, the caster makes a large circle of occult symbols with the sea salt. Inside this circle, the caster buries the onyx statue beneath the soil, while performing an ancient curse.
Any creatures of Small size or larger killed within a one mile radius of the buried statue rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.

Pathways Bestiary
Dread Banshee Creature: Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.
“Dread banshee” is an acquired template that can be added to any living, intelligent creature.
Rhysssla the Releaser, Dread Banshee Serpentfolk: ?
Dread Crucifixion Spirit: Dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).
Any creature with a Charisma score of 15 or higher that is killed by a dread crucifixion spirit’s crucify soul rises as a crucifixion spirit in 1d4 rounds.
Malaki the Martyr, Dread Crucifixion Spirit Four-Armed Gargoyle: ?
Dread Phantom Armor: Dread Phantom Armor arises only from the corpses of a trusted ally who murders his comrades in a sudden betrayal, the armor also must have been a gift from his former allies.
“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.
Hollow of the Hallow, Dread Phantom Armor Cold Giant: ?
Dread Revenant: A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.
“Dread revenant” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature).
Revered Father Kal'fa, Pillar of Faith, Dread Revenant Roper: ?
Dread Sayona: Stories of their origins claim that the first was a vain human who grew old and whose lover left for a younger paramour; the spurned human gained revenge by bathing in the blood of the faithless lover’s children, then committed suicide. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.
“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater (referred to hereafter as the base creature).
When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.
Llorona, Dread Sayona Scorpionfolk: ?
Iron Lich: Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength.
“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.
Soultill, Iron Lich Human Sorcerer 7/Harrower 7: ?
Lostling: Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness.
“Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature).
Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days If a lostling creature is CR 11 or higher this changes to 1d4 rounds.
Unvoliant the Vanishing Venom, Lostling Phase Spider: ?
Red Jester: Red jester creatures are the undying remnants of court jesters who were executed by their ruler, though it is worth noting that humans are not the only race to employ fools. Some legends tell that the Demon Prince of the Undead creates them to serve as his court fools, though he often turns them out once he grows bored with them.
“Red Jester” is an acquired template that can be added to any creature with and Intelligence of 13 or higher and the ability to draw cards from a deck of many things. This usually means it is corporeal and has a humanoid figure of some kind along with the wit to amuse folk, though this is not always the case.
The Court Fool of the Pit of Bones, Red Jester Balor: ?
Witchfire: The fell powers of undeath rejoice when an exceptionally vile hags, harpy, or witch dies, transforming these wicked crones into incorporeal undead known as witchfires.
Though most witchfire creatures are female, male witches and the rare male hag or harpy can also become a witchfire creature.
Witchfire creature is an acquired template that can be added to any living, intelligent, creature that has hexes or hex-like abilities, or innate spell-like abilities of 2nd level or higher, or innate abilities to curse or charm foes.
Mabyn The Burning Silence, Witchfire Mute Hag: ?

Undead: Agent of Chaos Creature's Chaos field power mishap number 50.
Undead are once-living creatures animated by spiritual or supernatural forces.
Nightshade: Nightshades are monstrous undead composed of shadow and evil.

Agent of Chaos Creature's Chaos field power mishap number 50.
50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).

Ponyfinder Campaign Setting
Undead: Vampiric Sorcerer Bloodline Ruler of the Night power.
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.

Ponyfinder Everglow Bestiary
Skeletal Pony Slinger, Pony Skeletal Champion Warrior 1: ?
Zombie Pony, Pony Zombie Warrior 2: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.

Primeval Thule Campaign Setting
Frost Corpse: Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours.
Minotaur Skeleton: ?
Ogre Skeleton: ?

Psionic Bestiary
Caller in Darkness: Usually formed upon the death of an innocent who was slowly and painfully tortured until its demise.
Cerebremorte: A cerebremorte is often the result of a psion that has been killed by a powerful death effect, such as psychic crush or slay living or other similar powers or spells.

Psionics Augmented: Mythic Psionics
Mythic Caller in Darkness: A caller in darkness that has absorbed the essence of a divine entity or demi-god becomes a true nightmare.

Psionics Augmented: Seventh Path
Slamming Portal: ?
Orbs: ?
Cold Spot: ?
Choking Hands: ?
Mad Monk: ?
Baleful Apparition: ?
Deathless Defenders: ?
Ghastly Whispers: ?
Ectoplasmic Miasma: ?
Headless Horseman: ?
Spectral Carriage: ?
Hungry Earth: ?
Gjenganger: ?
Keening Suicides: ?

Ghost: Bond of Death power.

Bond of Death
Discipline: Athanatism; Level: Conduit 2
Display: Mental
Manifesting Time: 5 minutes
Range: Touch
Target: One willing animal companion or familiar touched with 3 HD or less
Duration: 1 day/level
Saving Throw: None; Power Resistance: Yes (harmless)
Power Points: 3
You reinforce the bond between a master and servant, allowing them to join in undeath. If the target’s master dies and is animated as any kind of intelligent undead, the target immediately dies. They reanimate as a ghost, retaining all of the same benefits they had in life as a familiar or animal companion, including the bond to their master.
Augment: For every additional power point spent, the maximum HD of creature that this power can target is increased by 1.

Pure Steam Campaign Setting
Reanimated Corpse: Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents.
“Reanimated” is an acquired template that can be added to any corporeal creature (other than an undead).
Reanimated Human: ?
Fast Reanimated Corpse: ?
Plagued Reanimated Corpse: These reanimated corpses carry a terrible disease that perpetuates their undead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish.
Anyone who dies while infected with unliving rot rises as a plagued reanimated corpse in 2d6 hours.

Unliving rot: slam; save Fort DC = 10 + 1/2 the reanimated’s Hit Dice + the reanimated’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plagued reanimated corpse in 2d6 hours.

Quid Novi Collection
Maskek: ?

Bog Mummy: Any humanoid that dies from a Maskek's bog rot disease becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).

Races of Obsidian Twilight
Calix Sabinus: ?

Vampire: ?
Ghost: The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time.
Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.
Ghoul: ?
Lich: ?
Wight: ?
Zombie: ?
Ghast: ?

Races of Obsidian Twilight: Harrowed
Undead: ?
Vampire: ?

Races of Obsidian Twilight: Osirian
Zombie: The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.
Skeleton: The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.
Ghost: The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.
The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.

Races of Obsidian Twilight: Raijin
Ghost: The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead.
Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.
Lich: ?
Vampire: ?
Ghast: ?

Racial Profiles Expanded Hungry Souls
Undead: Failed save on critical from Vex.
Failed save on critical from weapon with undeath quality.

Vex: This +3 keen miasma undeath dagger was once the vile tool used by Vex, an undead necromancer, who claimed he was alive during the fall of some ancient civilization, some millenia ago, back before he became a sentient dagger of death. It's not as though anyone can prove otherwise.
This deadly looking obsidian dagger not only deals an extra 1d6 points of negative energy damage with every blow, but upon a successfully confirmed critical attack, Vex deals an additional 1d10 points of negative energy damage, forcing the target of the attack to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, the effect of which is permanent. Once turned undead they then make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally.
The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.
Undead Vexaction (Su): This ability functions as the spell create greater undead, and may be used once per day while Vex is active.

Undeath (+5 Bonus): Upon a successfully confirmed critical attack, this enchantment deals an additional 1d10 points of negative energy damage, forcing the target to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, and must make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder, the effect of which is permanent. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally.
The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.
This enchantment may only be used on piercing or slashing weapons.

Reliquarium Eldoria
Undead: There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created.
There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow.
Ghost: There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
Wraith: There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
Vampire: Lord Varren was made a vampire at Sirrith’s command.
Zombie Lord: Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord.
Zombie: Slain by Dreadsteel.

DREADSTEEL
Strong necromancy; CL 18th; weight 8lb
The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound.
I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind!
Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me.
This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score.
Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).

Remarkable Races Compendium of Unusual PC Races
Timber Wight: Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result.

Riyal's Research: Haunts
Haunt: My master, who instructed me in the arcane arts, explained that a location which was plagued by a ghost or similar incorporal spirit over the course of decades and centuries may transform into a haunt.
A haunt is the negative energy of a ghost that has lost its sense of self. A newly-formed ghost possesses its life memories. But as time moves on, these memories fade away and only the strongest remains - that of its death or one holding overwhelming emotion which helped to create the ghost in the first place. During this process, the ghostly form loses much of the shape that reflected its life memory and becomes more and more distorted. The negative energy of this now unrecognizable unlife force slowly becomes fused with the object or location that is associated with the single defining memory of the fading ghost. Eventually, the ghost is gone and only the haunt remains. So to sum up what a haunt is, I would say a tethered undead spirit that has lost its creatureliness.
The ghost-to-haunt process may take as little as a year or two or may encompass several centuries. My research revealed the existence of a 1021 year old ghost – Homley Trakasta – whose essence is now known as the Idarian Firestar. While I concede the possibility that a ghost may never complete the haunt process or be too weak in spirit [a pun - hee, hee] to leave behind a haunt, I believe that not to be the common case. Further research is required in Shadowsfall on this matter.
Color Steal: ?
The Howling: ?
Misty River: ?
Flooding Falls: ?
Flame Shadows: ?
Pain and Hate: ?
Blind Man's Alley: ?
Rising Coffins: ?
Breathless Gasps: ?
Silent Pig Pen: ?
Cursing Skulls: ?
Death Chills: ?
Cries of Despair: ?
Rust Dust: ?
Eternal Henge: ?
Words of Asmodeus: ?
Corrosive Fog: ?
Deadly Knowledge: ?
Cliffs of Insanity: ?
Death's Flowers: ?
Ice Queen's Gaze: ?
Home Fires Burning: ?
Vengeful Clouds: ?
Bone Garden: ?

Rule Zero: Underlings
Ghost Underling: ?
Ghoul Underling: ?
Mummy Underling: ?
Skeleton Underling: ?
Vampire Underling: ?
Zombie Underling: ?

Rule Zero: Underlings Bonus
Undead Underling: Undead Lord feat.

Skeleton Underling ?

Undead Lord
You can easily create and control undead underlings.
Prerequisite: Spell Focus (necromancy).
Benefit: Whenever you calculate the total number of undead creatures you control, every four undead underlings of the same type count as one creature (using their group CR as the creature’s Hit Dice). Any remaining undead underlings of the same type also count as a single creature. For example, 7 skeleton underlings would count as two creatures.
In addition, whenever you create undead using animate dead, you can create underlings, counting four underlings as one creature in terms of the total number of Hit Dice you can create and the cost of casting the spell. You must possess a number of bodies equal to the number of underlings created.

Sandy Petersen's Cthulhu Mythos - Pathfinder
Mythos Undead: “Mythos undead” is an acquired template that can be added to any living, corporeal creature.
Evil creature drinking gorgondy.
Dying from constitution drain from Hastur's possession.
In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead.
Zyngaya spell.
Ghost of Ib Cleric 10: ?
Undead: Where the King in Yellow walks,
the dead rise and follow. Whenever the King in Yellow
comes within 20 feet of a dead body, that body rises as an undead creature of the King’s choosing. The undead created can be of any type, so long as its CR is equal to or less than the King in Yellow’s CR-6 (minimum of 1). Living creatures who die within 20 feet of the King in Yellow arise as undead one round later.
The King in Yellow’s footstep brings the dead to life. They can return as a wide variety of undead—from simple zombies or ghosts to more powerful vampires. His horde always accompanies him.
Deathless Sorcerer, Old Human Mythos Undead Sorcerer 12: ?
Insane Dead: Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity.
Risen Witch, Mythos Undead Human Witch 20: ?
Leng Ghoul: Leng Ghoul Fever and 12+ Hit Dice.
Ghoul: Leng Ghoul Fever and less than 12 Hit Dice.

ZYNGAYA
School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

GORGONDY
Weight 2 lbs. Price 7,500 gp; Craft (alchemy) DC 35
This dark, evil liquor must be kept in strong, heavily armored iron bottles to retain its potency. When drunk, it changes the drinker's alignment one step closer to evil. Class abilities based on alignment change to match (unless the new alignment results in losing the ability altogether due to incompatible alignment). If the drinker is evil before drinking it, the drinker's soul will be destroyed upon death and the drinker's corpse will arise as a Mythos undead. The drinker can negate all these effects with a successful DC 15 Will save upon drinking.

Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.

Scions of Evil
Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3: ?
Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3: ?
A Memory of Allwinter, Awakened Demilich Druid 15: In a time before the ken of fire, the prehistoric peoples of this land dug a long barrow into the frozen earth to hold the remains of their dead. The ancients abandoned their dead at the tomb’s mouth for wild animals to strip the flesh from their bones before the shamans reverently placed the skulls of the ancestors along the wall of the long tunnel into the earth; a tunnel they dug deeper into the earth with crude stone tools as each millennia passed.
The barrow, holding twenty thousand years of ancestors’ skulls, was forgotten when foreigners brought agriculture from across the sea, driving the hunting folk before them with the sprawl of proto‐civilisation.
The old gods of the dark forest and biting frost of ice ages died with the last of the hunting folk. The afterlife of the hunters collapsed with their deities’ waning, casting their souls adrift. Some of the abandoned souls returned to the deep barrow over the passing eons, coalescing into a single awakened demilich, A Memory of Allwinter.
Gahlgax Atarrith Balor Lord, Vampire Balor Fighter 1: One of the most powerful Abyssal balor lords, Orcus himself blessed him with undeath a score of centuries ago.
Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long‐forgotten balor did nothing of the sort, Gahlgax manipulated and miss‐reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.
Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.
Sword of Orcus, Graveknight Marilith Antipaladin 2: ?
Vilran Azanae Elf Vampire Wizard 14: After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.
Paradar Levien Human Lich Sorcerer 15: Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.
Lillian Orxal Human Spectre sorcerer 10: Slain by a secretive cult, Lillian searches for her killers so that she might enact a terrible revenge upon them.
Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8: Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.
Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.
Decapitated Plague Zombie, Spriggan Plague Zombie: ?
Tregreth Faull, Human Vampire Wizard 5/Loremaster 8: Cold‐hearted and pragmatic she only ever attached herself to those of value to her. Her last target was the hermit mage Kevern Tangye who dwelled in the Tower of Night, a fabled site dominating the skyline of a mighty city. Swiftly divining his vampiric nature, Tregereth continued her pursuit of the mage, who finally granted her request to bestow his dark gift upon her.
Daveth Goninan, Half-Orc Vampire Fighter 10: Traoth Lathil, an ancient elven vampire, dwelt within. Easily dispatching the attacking orcs, he transformed Daveth into a vampire and forced him to destroy his former tribe.
Margh Vosper, Human Vampire Aristocrat 4/Bard 9: Sadly, fate then intervened in the guise of a wandering vampire that slaughtered much of the troupe including Margh’s beloved. Incensed by this Margh attacked the vampire; his insane desire to kill the abomination amused the vampire and so it chose to create him as a spawn.
Terl Yarg, Doppelganger Vampire Rogue 5/Shadowdancer 2: Created by Merat, a vampiric gargoyle, who laired in an abandoned manor house.
Kulan Wyr Guardian, Human Skeletal Champion Monk 11: ?
Kulan Wyr Champion, Human Skeletal Champion Warrior 12: ?
Greater Vampire Spawn: ?
Cadan Negus, Human Vampire Sorcerer 7: ?

Spectre: Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds.
Vampire Spawn: Gahlgax can create a spawn when he slays a creature with blood drain or energy drain.
Vilran can create a spawn when he slays a creature with blood drain or energy drain.
Tregereth can create a spawn when she slays a creature with blood drain or energy drain.
Daveth can create a spawn when he slays a creature with blood drain or energy drain.
Margh can create a spawn when he slays a creature with blood drain or energy drain.
Terl can create a spawn when he slays a creature with blood drain or energy drain.
Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days.
Cadan can create a spawn when he slays a creature with blood drain or energy drain.
Plague Zombie: A target slain by a plague zombie's death burst rises as a plague zombie in 2d6 hours.

Shadows Over Vathak
Blood Shadow: A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.
Kindrian Gaunt: Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight.
In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.

Shadows Over Vathak: Hauntlings – Enhanced Racial Guide
Skeleton: Release From Flesh spell.

Release From Flesh
School necromancy [evil]; Level cleric 5, shaman 5, witch 5
Casting Time 1 round
Components V, S, M/DF (the heart of a humanoid creature)
Range touch
Target one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates, see below;
Spell Resistance yes
You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.

Shadows Over Vathak Ina'oth Gamemaster's Guide
Ghost Aging special attack: The ghost died either young or very old.
Ghost Drowning special attack: The ghost died drowning, either accidently or as a result of murder.
Ghost Elemental Body special attack: The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire.
Ghost Firestarter special attack: The ghost died tragically in a fire.
Ghoul Variant: Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations.
Ghoul Corpse Loved: One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived.
Ghoul Dark Rider: ?
Shroud Mummy: Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies.

Incorporeal Undead: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
Ghost: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death.
Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment.
Ghoul: Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever.
As citizens turn to cannibalism, new ghouls are born even within the safest walls.
Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.
The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak.
Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers.
Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls.
Cursed disease.
Zombie: Cursed disease.
Ghast: Cursed disease.
Shadow: Cursed disease.
Wight: Cursed disease.
Wraith: Cursed disease.

Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever).
d6 Undead Type
1 Zombie
2 Ghoul
3 Ghast
4 Shadow
5 Wight
6 Wraith

Sidebar 6 - 5 Haunted Items
Royal Blood Diamond: Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm.
The Busty Maid Stool: Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead.
Hardnook Plantation Mirror: The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway.
The Willow's Doll: The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers.
Sir Vincent's Portrait: Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.

Southlands Bestiary
Accursed Defiler: Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst.
Angatra: In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The
transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra.
Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility.
Edimmu: Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies
Gray Thirster: The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers.
Mummy Venomous: These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution.
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts.
Sand Silhouette: Sand silhouettes are spirits of those who died in desperation that have seeped into the sand.
Sarcophagus Slime: Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt.
Skin Bat: Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats.

Southlands Campaign Setting
Mummy Animated Shroud: Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious.
Mummy Hollow Men: Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person.
Mummy Indestructible: These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed.
The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed.
Mummy Revenant-Cursed: Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered.
Mummy Scarab-Infested: The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles.
Monkey Swarm Mummified Creature: ?
Mummy Bog and Peat Beast: These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat.
Mummy Frozen Kin: These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage.
Mummy Salt: Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents.

Mummy: Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy.
Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality.
Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more.
Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead.

Starjammer Core Rules
Tardigrade Undead: ?

Starjammer Core Rules (Starfinder Edition)
Tardigrade Undead: ?

Tales of the Old Margreve Web Compilation
Cocooned Corpses: Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses.
Whispering Demons: Whispering Demons are alien mutterings that take form and flight in the deep Margreve.

Terrors of Obsidian Apocalypse: Haunts
Bell Tower: A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened...
Creeping Ectoplasm: ?
Dead Tree: The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape.
Doors to Damnation: A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
Devouring Mists: A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.
Forbidden Library: Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.
Hangman's Jig: A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.
Heart of Embers: Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings.
Hungry Grave: A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.
Last Dance: A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.
Lessons of the Past: This was a place of teaching, where a respected sage told didactic stories to children and youngsters.
Master's Admonition: A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.
Memory of the Late Mistress: A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
Might Over Magic: A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.
Quarry of the Endless Toil: This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.
Screams of a Forlorn Mother: Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.
Swordsman Betrayed: Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.
Touch of Hunger: The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies.
Warlock's Doom: This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.

The Baykok
Baykok: ?

The Book of Many Things
Lich: Necromancer Necromantic Epiphany power.
Humanoid Skeleton: ?
Humanoid Zombie: ?

Necromantic Epiphany (Su): The necromancer knows well what happens to the godless when they die, and he intends to avoid such a terrible fate. At 20th level, the necromancer constructs a phylactery that he then uses to turn herself into a lich.

The Book of Many Things Volume 2: Shattered Worlds
Soulrent Reborn: Soulrent reborn are raised into unlife by the champions of death from Volwryn.

Undead: Sun-Dead feat.
Lich: ?
Mummy: ?
Ghost: ?

Sun-Dead (Elf)
Your destroyed lifeforce continues on, driven by an undead craving.
Prerequisite: Sun-Drained, Con 11, Cha 13, character level
11th, elf.
Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.

The Deluxe Guide to Fiend Summoning and Faustian Bargains
Shaldifos, Vine's Mount: ?
Murmur: ?

Ghost: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
Lich: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
Vampire: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.

Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.

The Genius Guide to Gruesome Dragons
Bone Adults: Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it.
“Bone” is an acquired template that can be added to any corporeal dragon of at least Large size.
Bone Adult Blue Dragon: ?

The Genius Guide to Gruesome Undead Templates
Carrier: Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury.
A manifestation of undead disease.
Flayed: Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge.
Fungal: Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead.
Gaping: Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane).
Racked: Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape.
Whispering: Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.

The Genius Guide to Horrific Haunts
Bruja Cauldron: A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others.
Drowned Doxie: This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force.
Unending Laboratory: When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.

The Genius Guide to Simple Monster Templates
Ghul: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.
Draghul Adult White Dragon Ghul Creature: ?

Ghoul: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
Ghoul Ghast: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.
Zombie:
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.

The Great City: Urban Creatures & Lairs
Zaelemental: A zaelemental forms when the sleeping goddess Kindrogga Zael allows one of her cultists to mix moordsap—the blood infused dirt formed by sacrificing in her unholy name—with sewage.
Zaelemental Greater: ?

The Great City Campaign Setting
Bay Zombie: The Bay Zombie is a by-product of the failed experiments of the Imperial Guild of Arcanists and Engineers. The Emperor and the Blood Triperium is very interested in finding a way to extend its dominion to all corners of the world and long suffered through various trials to introduce magically modified creatures capable of taking the battle to the depths of the sea. Periodically, the guild dumps these horrifically maimed and reconstructed creatures off the coast, sinking them to the bottom of the ocean where they rarely survive for very long.
The source of bay zombies remains unknown, but those with long memories cannot help notice that many bear uncanny resemblance to Azindralean political prisoners (albeit modified with tentacles and claws) taken for speaking out against Lord Othorion Atregan and his re-conquest.
Sklaverredisanos Lich Wizard 12 Assassin 5: ?

The Mad Doctor's Formulary
Undead: Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.
Allip: Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.
Ghost: Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.
Spectre: Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.

The Nemesis Bestiary Volume 1
Whore Eater: In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again.

The Perfect Storm
Storm Wraith: Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.

The Rogues Gallery: Cloven Hoof Syndicate
Aymielle Human Skeletal Champion Rogue 5/Sorcerer 5: ?

The Spellweaver PFRPG Edition
Weavehaunt: Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt.
A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt.
A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.

Thunderscape: the World of Aden: Campaign Setting
Wasted: There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids.
“Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants.
Human Wasted: ?

Tomb Raiders
Human Vampire Cleric 11, Kanefrah: Desperate for a way to punish the heathen invaders, Kanefrah turned to rites long forbidden by her church. Kanefrah resurrected the Court of Slaughter, a heretical cult dedicated to Sekhmet’s most brutal and violent aspect. Just as Sekhmet feasts upon the blood of men who disrespect Ra, so too the Court of Slaughter fed upon the living. They transformed themselves into monsters—unholy abominations that preyed upon the faithless. These profane rituals brought about the end of Kanefrah’s first life, transforming her into a child of the night.
Mummified Human Slayer 11, Djenmett of the Many Eyes: As a mortal man, Djenmet of the Many-Eyes served the then-living Kanefrah as a member of her elite guard. When Kanefrah joined the Court of Slaughter and became the monster she is today, Djenmet was one of the few servants who remained faithful to his mistress. It was Djenmet who kept vigil over her sarcophagus as she slept through the day, and Djenmet who lost his life to the blades of the traitorous acolytes. To conceal Djenmet’s murder, the acolytes interred him alongside his mistress, beginning the process of mummification so that he might serve his lady in the afterlife. The acolytes were slain before they could complete the process, leaving Djenmet’s body disfigured and his soul trapped in his body, unable to pass on to the next world. Moved by his loyalty, Kanefrah completed the process of his mummification upon awaking from her torpor so that he might serve her in death as faithfully as he did in life.
Human Skeletal Champion Bloodrager 8, Mighty Bozhrak: Bozhrak’s death came when Kanefrah, in her guise as a courtier, invited his troupe to entertain her entourage. Bozhrak was immediately smitten with the vampire, and abandoned his carnival to join Kanefrah’s court and pledge his eternal love for the “noble lady.” Though initially repulsed by the advances of a foreigner, Kanefrah realized that the brute possessed a strength and “moral flexibility” that she could put to use. Kanefrah revealed her true nature to Bozhrak, and offered him a place by her side at the cost of his mortality. Bozhrak accepted, and was stripped of his flesh, becoming the skeletal champion he is today.
Human Ghost Bard 8, Reginell Carthworth III: Having died a violent death, with his great work still unfinished, Reginell’s soul persisted in this world after his death.

Tome of Adventure Design
Pathfinder/Swords and Wizardry
Ghost Shipwreck: ?
Undead Giant Crab Carapace: ?

Undead: In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.

Table 2-64: Basic Types of Undead Creatures
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
Table 2-66: Preparations for Intelligent Undeath
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
Table 2-67: Breaks in the Life Cycle
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
Die Roll
Nature of the Break (d100)
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution

Die Roll
Nature of the Break (d100)
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
Die Roll
Nature of the Break (d100)
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
Table 2-68: Manner of Death
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).

Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs

Die Roll
Manner of Death
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
Die Roll
Manner of Death
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death

Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
Zombie: Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).
Individual Curse Death Magic.
Ghoul: ?
Skeleton: ?
Ghost: ?
Vampire: ?
Wraith: Individual Curse Death Magic.

Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)

Tome of Horrors Complete
Apparition: A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds.
Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death.
Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life.
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.
Bog Mummy: Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).
When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.
Brykolakas: Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Corpse Candle: Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle.
Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Mountains of Madness)
Create Crypt Thing spell.
Crypt Guardian: ?
Darnoc: Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.
The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Demi-Lich: A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Draug Ship: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
Fetch: When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.
Fye: When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.
Ghoul Cinder: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed.
Ghoul Dust: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies (see City of Brass by Necromancer Games), there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.
Grave Risen: They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Hanged Man: A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.
Huecuva: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Mountains of Madness)
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck.
Gruff Lantern Goat: The gruff lantern goat is an advanced-HD lantern goat.
Lich Shade: The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.
Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.
Murder Crow: These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.
Murder-Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
Ooze Undead: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.
Ooze Vampiric: The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.
Phantasm: While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.
Phasma: A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.
Poltergeist: Poltergeists are undead spirits that haunt the area where they died.
Shadow Rat: ?
Shadow Rat Dire: ?
Rawbones: A rawbones is an undead creature that comes into being when a tortured person rises from the grave.
Red Jester: Red jesters are thought to be the undead form of court jesters having been put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.
Unlike normal shadows, lesser shadows do not create spawn (though it is rumored that a variant of the lesser shadow can in fact create spawn).
Skeleton Black: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers, or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian.
Construction
A skulleton’s body consists of a humanoid skull and the bones and dusty remains of its body. The false jewels are worthless, but do require a jeweler of some skill to properly cut and mount them to lend them an air of authenticity. Additional rare powders and incense worth 3,500 gp are also needed to complete the process.
SKULLETON
CL 9th; Price 8,000 gp
Requirements animate dead, contagion, fly, stinking cloud, creator must be caster level 9th; Skill Craft (jeweler) DC 15;
Cost 4,000 gp
Soul Reaper: Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. It is thought that only six or seven of these creatures exist (and most living beings are thankful of that).
Swarm Raven Undead: ?
Swarm Shadow Rat: A shadow rat swarm is simply a massive number of shadow rats that have cluttered or banded together for survival or food.
Wight Barrow: Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.
At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. (Mountains of Madness)
Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. (Mountains of Madness)
Wight Blood: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first).
Wolf Ghoul: ?
Dire Wolf Ghoul: ?
Wolf Shadow: ?
Zombie Brine: Brine zombies are the remnants of a ship’s crew that has perished at sea.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Brine zombies are the remnants of a ship’s crew that has perished at sea.If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
Bleeding Horror: Created by the axe of blood.
“Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider that dies as a result of feeding the axe of blood.
Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator.
Bleeding Horror Minotaur: ?
Corpsespun Creature: Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner.
“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.
Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature.
Corpsespun Human Fighter 10: ?
Corpsespun Minotaur: ?
Paleoskeleton Creature: Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals.
“Paleoskeleton” is an acquired template that can be added to dinosaur or prehistoric animal.
Paleoskeleton Triceratops: ?
Skeleton Warrior: The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.
Human Skeleton Warrior Fighter 13: ?
Spectral Troll: “Spectral Troll” is an acquired template that can be added to any troll.
Spectral Rock Troll: ?
Undead Lord: “Undead Lord” is an inherited template that can be added to any undead creature.
Cadaver Lord: ?
Zombie Juju: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.
“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.
Human Juju Zombie Fighter 3: ?
Zombie Spellgorged: It is the ultimate humiliation for a spellcaster to be reduced to a
mindless, rotting husk used only to store the spells of a rival. Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
“Spellgorged Zombie” is an acquired template that can be added to character capable of casting arcane or divine spells.
If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Mountains of Madness)
Spellgorged Zombie Sample: ?
Phantom: Phantoms are translucent spirits of creatures that died a particularly violent death.

Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.
Ghoul Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil.
Skeleton: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.
Spectre: Any living creature with 16-20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a spectre in 1d4 rounds.
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless or consecrate on the corpse before such time.
Wraith: Any living creature with 11-15 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a wraith in 1d4 rounds.
Wraith Dread: Any living creature with more than 20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a dread wraith in 1d4 rounds.
Zombie: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell).
When a living creature is placed into the iron maiden and the lid is closed the blades impale the unfortunate victim, causing an agonizing death.
Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.
Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.

Create Crypt Thing
School necromancy [evil]; Level cleric 7, sorcerer/wizard 7
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.
The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.

Minor Artifact: The Axe of Blood
Aura necromancy; CL 20th
Slot none; Weight 6 lb.
DESCRIPTION
Legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double–bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
POWERS
At first blush, the axe appears to be no more than a +1 keen battleaxe and until activated, the axe is just that. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not evil but is instead neutral. Bound inside it is a rather savage earth spirit.
The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. In this ritual, the wielder sacrifices Constitution to the axe. For each point of Constitution sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls (maximum of +5 on each) with the axe. Constitution points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered.
If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, he may again wound himself (a full-round action dealing 1d6 points of damage) to sacrifice additional Constitution. In this instance where such a “second feeding” is done, the wielder must sacrifice 2 points of Constitution per additional +1 on attack rolls and weapon damage rolls (up to the same maximum of +5).
There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is actually permanent ability drain. This check must be made for each point of Constitution sacrificed to the axe that day.
If reduced to Constitution 0 as a result of feeding the axe, the wielder becomes a bleeding horror.
Note: An undead creature can use its Charisma ability score (since it doesn’t have a Con score) to power the axe. Charisma damage heals at the rate of 1 point per day. An undead that reduces its Cha to 0 is destroyed.
DESTRUCTION
If a wielder of the axe with the lawful or chaotic subtype and 20 or more Hit Dice willingly uses it to reduce himself to Constitution 0, the axe is destroyed and the slain wielder does not rise as a bleeding horror.

Tome of Horrors 4
Aswang: ?
Banshee Lesser: Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life.
Shadow Dire Bear: Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since.
Bone Delver: Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums.
Burning Ghat: The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit.
Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
Guardian Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
High Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
Dark Custodian: Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship.
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
Ekimmu: An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth.
Flayed Angel: On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination.
A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew.
Galley Beggar: Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete.
Ghirru: Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic.
Glacial Haunt: The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt.
Gloom Haunt: Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods.
Grave Mount: The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study.
Grey Spirit: Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea.
Grimshrike: Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades.
Hooded Horror: A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed).
Zombie Horde: Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold.
Kamarupa: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Knight Gaunt: A knight gaunt is an undead creature created when a paladin falls in battle.
Lurker Wraith: ?
Mimic Undead: Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension.
Ghoul Monkey: These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Mordnaissant: Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
Mummy Asp: Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set.
The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers.
Naga Death: Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves.
Necro-Phantom: A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom.
Oozeanderthals: Undead creatures created from a lost form of magic.
Rat-Ghoul: The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh.
The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces.
Screamer: These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate
Shattered Soul Impaled Spirit: Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner.
Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution.
Skin Feaster: When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster.
Skull Child: A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes.
Spider Lich: The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood.
An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed.
The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp).
Swarm Bone: A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments.
Swarm Skeletal: Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass.
Troll Undead: Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible).
Undead Elemental Fire: Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy.
Vampire Spawn Feral: Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage.
Wight Sword: These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.
Zombie Pyre: Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living.
Zombyre: A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose.
Death Knight: “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice.
Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death.
Human Death Knight Cavalier 9: ?
Undead Horse Mount: ?
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
“Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed.
Human Meat Puppet: ?
Otyugh Meat Puppet: ?
Zombie Hungry: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
Human Zombie Hungry: ?

Undead: Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living.
Ghoul: A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Ghast: A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Vampire: Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.
Vampire Spawn: Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.
Dread Wraith: Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds.
Banshee: The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds.
Shadow Animal: Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds.

Tome of Monsters
Apparition: An apparition is a ghostly visage of someone who died while in the midst of crippling fear.
Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield.
Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches.
Bhoot: A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death.
On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business.
Chindi: A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days.
A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water.
Drekavac: The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday.
Nightmarcher: A humanoid slain by a nightmarcher becomes a nightmarcher the following night.
The cursed spirits of fallen soldiers.
Rusalka: A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka.
Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children.
Not every woman who drowns will become rusalka, nor every child.
Scarecrow: Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation.
Scarecrow Wastrel: These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims.
Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night.
Ziburnis: Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis.
Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night.
“Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.

Treasure of NeoExodus: Claw of Xon
Shadow: This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living.
Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on.

Claw of Zon
DESCRIPTION AND CONSTRUCTION
A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon.
Aura strong necromancy and transmutation; CL 15th
Slot none; Price 96,015 gp; Weight 10 lbs.
DESCRIPTION
This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp

Treasury of Winter
Zombie: Invader's Bugle magic item.
Haunt: ?
Incorporeal Undead: ?

INVADER’S BUGLE PRICE 59,000 GP
Slot none; CL 10th; Weight 2 lbs.
Aura moderate necromancy
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further.
Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue.
In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above.
When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet.
CONSTRUCTION REQUIREMENTS COST 29,500 GP
Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone

Two Dozen Dangers: Curses
Ghoul: A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul.

NECROMANCER’S LETHARGY
Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands.
Type curse; Save Will DC 22 negates
Frequency 1/day
Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.

Two Dozen Dangers: Drugs
Undead: Ghostwater Drug creation.

Ghost Water (spirit water, life water)
Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing.
Drug DC: 30
Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose.
Secondary Effect: None.
Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature.
Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time.
Cure: 1 year (365 days) of withdrawal
Price: 1,000 gp

Two Dozen Dangers: Haunts
Arcane Rift: An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated.
Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.
Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.
Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.
Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.
Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.
Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau.
Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze.
Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.
Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him.
Gremlin's Hovel: ?
Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Gut's Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.
Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.
The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.
Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit.
Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.
Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar.
Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.
Scribe Du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library.
Stores of Goodwatch Keep: Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
Surbicah the Apostate's Stone Pyre: Long ago, the druidess Surbicah renowned her faith and
accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.

Ghost: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Wraith: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Undead: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Haunt: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.

Ultimate Evil
Undead: Ultimate Cruelty feat.
Sir Gregar Berengar, Knight of Flames, Hman Graveknight Antipaldin 17: Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits.
To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world.
With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor,
Morgari: Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits.
To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world.
With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor,
Moira de Ananke, Banshee Bard 9: Moira is the ghost of a famous entertainer killed by her husband after he slit her throat so he could be exclusively with his mistress. Before she died she led a very successful career as a bard, playing for famous nobles and wealthy merchants. Since her death she has been solely focused on destroying all men whom she now sees as a curse upon the world.
Bloodknight: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.
Vampire: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.

ULTIMATE CRUELTY
By using your touch of corruption, you can bring back the dead as an undead servitor.
Prerequisite(s): Cha 19, touch of corruption, cruelty class feature.
Benefit(s): You can expend 10 uses of touch of corruption to turn a dead creature into an undead creature, as per create undead with caster level equal to your antipaladin level. You must provide the material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the 24 hour duration to expire.

Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)
Skeleton Animal: Animate Vermin spell.
Necromancer's Touch spell.
Zombie Animal: Animate Vermin spell.
Necromancer's Touch spell.

Ghoul: Transform Dead spell.
Skeleton: Undead Crew spell.

Animate Vermin
Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No
This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it.
Material components: The corpse to be animated and an onyx gem worth at least 5 gp.

Necromancer’s Touch
Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal.
Material Components: The hand of a slain necromancer.

Transform Dead
Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes
The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul.
Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp.

Undead Crew
Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No
This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors.
Material Components: The bones or remains of at least 5 drowned men.

Undefeatable 3: Bards
Undead: Dance of the Dead feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).

Undefeatable 12: Arcane Archer
Skeleton: Necrotic Arrow feat, Arcane Archer level 3
Zombie: Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.

Undefeatable 13: Assassin
Skeleton: Murderous Necromancy feat.
Zombie: Murderous Necromancy feat.

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.

Undefeatable 20: Shadowdancer
Shadow: Spawn of the Shadows feat.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.

Undefeatable: The Collected Feats Sourcebook
Undead: Dance of the Dead feat.
Skeleton: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 3
Zombie: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9
Shadow: Spawn of the Shadows feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.

Vathak Terrors: Cured of Ursataur
Anna's Forgotten: In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy.
In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna.
Extergeist: During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses.
Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.

Vathak Terrors Horrors of Halsburg
Vaquire: In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.

Veranthea Codex Radical Pantheon
Veradardzy Unique Advanced Totenmaske: ?
Death's Child: The Grim Reaper has countless offspring across Veranthea, both above and below the surface of the world, but few are as large and dangerous as Death’s Child.
Bhrasta Unique Advanced Sayona: ?
Darisodhaka Unique Chosen Pale Stranger: This favored scion of the Grim Reaper was once a legendary Dragonminded that quelled the forces of the dark deities but finally lost his life in a disastrous suicidal mission during a raid on the Impossibules Clan underneath Trectoyri. Renouncing Sciemaat the Shattered with his dying breath, Darisodhaka reached out to Death and was found to be a kindred soul. Raised as a powerful gunslinger, the undead has since been the Divine Terminator’s explorer, sent to The Veil to discover what lay behind the obscured walls of the Tesseract.
Pattedari Unique Geist: While traveling through an abandoned Trekth enclave an entire adventuring party of leugho fell prey to ancient, powerful traps left by the progenitors. Their fractured minds and the combined potency of thousands of fragmentary souls drew Death’s attention when it coalesced as a geist and seeing the potential for such a resolute will, the Grim Reaper took it into its deific confidence.
Yodha Unique Giant Dread Gholdako: Once the leader of a cyclopean kingdom that reigned beneath the surface of Veranthea thousands of years in the distant past, Yodha saw the end of her peoples’ civilization with the coming of the Trekth. Sacrificing all of the souls of their slaves to Death, the giants became servants to the Grim Reaper and its primary footsoldiers in what would become the Dead Empire.
Cora Zlodej Unique Chosen Gaki: The goblin thief Cora Zlodej was quickly outed by her human accomplices when the Dynasty Purges came to Urethiel and among the first to be slain. Her spirit—consumed with the greed that plagued so much of her mortal life—changed into a gaki.
Boris the Green Avenger Lich Giant Half-Orc Sorcerer 6/Barbarian 1/Dragon Disciple 10:
H'Gal, Grand Lich of Proxima 3 Licj Necromancer 13: H’gal managed to finally blend artifice and magic when he created his phylactery—an arcane womb of sorts, the alterran transformed one of his species’ repurposing vats into his means of unending rebirth. From the outside this grey metal cylinder looks like a column or barrel, but the inside is scribed heavily with the runes and immaterial anchors required to draw H’gal back from the Abyss, that he may fulfill his dark purposes.

Villainous Pirates
Poltergeist Bard 2 Old Benaz: In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.

Villains II
Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3: ?
Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3: ?
Vilran Azanae Elf Vampire Wizard 14: After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.
Paradar Levien Human Lich Sorcerer 15: Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.
Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8: Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.
Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.

Westbound
Undead: The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies.

Winter's Roar Vikmordere Bestiary
Aptrgangr Lake: Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.
The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep.
Aptrgangr Land: Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.
Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar.
Vaettir: The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died.
Vereri Stalker: Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches.
White Wailer: When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil.

Wight: Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.
Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.

World of Aruneus 001 Contagion Infected Human Zombies
Zombies Contagion Infected Human: These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days.
A single bite from a Contagion Infected Zombie will infect any Human bitten.
If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%.
A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours.
Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish).
Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie.

World of Obsidian Apocalypse: Life After Undeath
Calix Sabinus, Vampire Lord Lich: ?
Asi Magnor: ?
Riven: For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.”
Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven.
After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven.
The Undead Wars generated many riven.
Sundered: Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered.
For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.”
Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered.
Boss Petward Mazebane, Risen Fighter 8: ?
Shackles Brash Shieldhart, Risen Rogue 9: ?
Whip Udoorin Wyvernjack, Risen Rogue 7: ?
Cage Cruneiros Swordhand, Risen Barbarian 8: ?
Eiltranna Gemviper, Sundered: ?
Ianven Firepeak, Risen: ?
Rician Swordheart, Risen: ?
Crulannan Tombstone, Risen: ?
Panrry Dragonsbane: ?
Zanian Tigerhelm: ?
Riclannan Youngsoul: ?
Crurry Darkbane: ?
Leogeon Taletreader: ?
Mayor Sharil Legendblood, Riven Fighter 15: ?
First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7: ?
Host Councilor Walry Shipsail, Sundered Fighter 6: ?
Guard Captain Vicgold Loyolar, Sundered Paladin 4: ?
Master Kevturnal Emeraldeye, Riven Wizard 7: ?
Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8: ?
Occluded Neristranna Shortcloak, Riven Alchemist 8: ?
Visionary Xanorin Dragonskin, Sundered Oracle 6: ?
Commander Graaver Catacomb, Riven Magus 7: ?

Ghost: ?
Lacedon: ?

World of Obsidian Twilight (PFRPG) Preview
Asi Magnor, Mummy: ?
Calix Sabinus, Vampire Lich: He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich.
Kalbna, Ghast: ?

Undead: From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year.
Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky.
Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased.
Ghost: The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.

Magazines
Claw Claw Bite
Claw Claw Bite 18
Undead: Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead.
Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead.
Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations.
Ghost: On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death.
Drelnza, Vampire Warrior Maiden: ?
Suffering Soul: ?

Kobold Quarterly
Kobold Quarterly 20
Endrian's Shade, Human Ghost Paladin 5: Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity.
Pishtaco: The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat.
Undead: A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.

Pathways
Pathways 1
Ziburinis: The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.

Pathways 3
Kalil Tamar Human Ghost Antipaladin 16: Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr.
Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground.
Abandoned Soldier Haunt: The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen.
Solid Phantoms: ?
Cairns Without End: Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.

Pathways 5
Dread Revenant Creature: A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.
“Dread revenant” is an acquired template that can be added to any living corporeal creature
Dread Revenant Roper: ?
Mukurokoori: Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.

Pathways 6
Osirion Mummy: “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.
Canopic Conversion spell.
Canopic Conversion Trap

Canopic Conversion
School necromancy [death, evil];
Level cleric/oracle9, sorcerer/wizard 9
Casting Time 1 round
Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)
Range close (25 f. + 5 f./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude half;
Spell Resistance yes
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.
The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.
Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.

Canopic Conversion Trap CR 10
Perception DC 34; Disable Device DC 34
Effects
Trigger touch Reset automatic
Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;

Pathways 8
Dread Revenant: Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice.
“Dread Revenant” is an acquired template that can be added to any living corporeal creature.
Dread Revenant Fire Giant: “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.”
Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven.
Animate Dead Revenant spell.

Animate Dread Revenant
School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant)
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None(see text); Spell Resistance: no
You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.

Pathways 16
Balor Lord Gahlgax Atarrith: Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.
Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.
Gravenknight Marilith Antipaladin 2 Sword of Orcus: ?
Spectral Tarantella: The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room.
Mek'Madius Human Lich Wizard 15: The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation.
Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off.
One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.

Pathways 18
Ghoul: Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.
Ghast: Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.

Pathways 19
Witchfire Creature: The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires.
“Witchfire” is an acquired template that can be added to any living, intelligent, female creature.
Mabyn The Burning Silence: ?
Black Shuck: It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside.

Pathways 20
Iron Lich: Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature.
“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.
Soultill Iron Lich Human Sorcerer 7 Harrower 7: ?

Pathways 22
Screaming C: Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others.

Poltergeist: The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them.
A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.

Pathways 23
Scorched Skeleton: Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot.
He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away.
Curse of the Scorched Mind spell.

Undead: A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse.

Curse of the Scorched Mind
School Necromancy (evil); Level Sorcerer/Wizard 7
Casting Time 10 minutes
Components V, S, M (Fragment of the Sun Shard)
Range Touch
Target One living creature touched
Duration Instantaneous
Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No
This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead.
This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton.

Pathways 27
Unrotten Grott: The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.

Pathways 28
Lostling: Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness.
“Lostling” is an acquired template that can be added to any corporeal creature.
Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds.

Pathways 31
Red Jester Creature: Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them.
“Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things.
The Court Fool of Orcus: ?

Pathways 33
Gnoll Bloody Skeleton Corpse Companion: ?
Zombie Gnoll: ?

Pathways 34
Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4: A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters.
Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.

Pathways 38
Dread Banshee Creature: Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.
“Dread banshee” is an acquired template that can be added to any living, intelligent female creature.
Rhysslra the Releaser Dread Banshee Serpentfolk: ?

Pathways 39
Arlon Ghast Wizard 5: He fell foul to the depraved minions of a necromancer.

Ghoul: A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghoul Ghast: A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.

Pathways 43
Dread Crucifixion Spirit Creature: Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners.
“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).
Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle: ?

Pathways 51
Skeleton: Bonewarped Eternity disease.

Bonewarped Eternity
Type disease, contact; Save Fortitude DC 14
Track physical; Frequency 1/day
Latency noncontagious
Resistance none
Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day
Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease.
Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease
Cure magic only
If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.

Pathways 54
Dread Phantom Armor Creature: Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies.
“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.
Hollow the Hallow: ?

Pathways 55
Menacing Gloom: ?
Persistent Shadow: ?
Clinging Shadow: ?
Unnatural Darkness: ?
Shadow Swarm: ?
Flickering Dark: ?
Something Else Is Here: ?
I Told You Something Else Was Here: ?
Clawing Shadows: ?
Stairwell Haunt: ?
Mallir Halswain Ghast Investigator 4: Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast.

Ghoul: A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.

Pathways 56
Dread Sayona Creature: Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.
“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater.
Llorona Dread Sayona Scorpionfolk: ?

Dread Ghoul: When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.

Pathways 64
Maestrolich: While some creatures seek the state of lichdom to extend their own existence, some move to reach a state of powerful undeath purely for their art. These crazed seekers of some dread truth wish to understand death and undeath, not to extend their own power, or to gain years of time to research, or to seek wealth, but as the only way to truly understand those horrors well enough to create art that expresses the true nature of these fell powers. While this is most often the case with evil bards and skalds, anyone willing to sacrifice everything for their art has the dedication, or more accurately, the obsession, to continue to make more and more dreadful art, until they woo undeath itself, and accept that unholy condition’s embrace … in the name of music and art.
The quest to become a maestrolich is a lengthy one. While construction of a masterwork piece of music that perfectly exemplifies the idea of undeath is a critical component, a prospective maestrolich must also learn the secrets of the arts that most appeal to the dead. What music and form can be drawn forth from the agony and death rattles of the tortured and dying? What noises can move even the undead, and the gods and the demons that rule over them? The exact methods for each master artist’s transformation are left to the GM’s discretion, but should involve expenditures of tens of thousands of gold pieces, numerous deadly artist explorations, and a large number of difficult skill checks over the course of months, years, or decades.
Maestrolich is an acquired template that can be added to any living creature, provided it can create the required masterwork of undeath-defining art.
Asmevath Deathdrum: ?

Wayfinder
Wayfinder 2
Rusalka: The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka.
Grave Guard: Created by clerics worshiping deities with the Death domain.
A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.

Wayfinder 4
Taotaomona: “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.
Anufat Human Taotaomona Savage Barbarian 9: Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on.

Wayfinder 5
Obour: Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires.
Ustrel: The ustrel was an undead infant who had died before receiving baptism.
If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.
Varkolak: The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves.
A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.

Vampire: After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire.

Wayfinder 6
Frost Giant Skeleton: ?
Einherjar: Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall.
“Einherjar” is an acquired template that can be added to any living, corporeal humanoid.
No Life King: No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies.

Wayfinder 7
Charnel Pit: Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead.
At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony.
Scarwall Guard: The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse.

Undead: At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.

Wayfinder 8
Paul Malaise Lacedon Urban Ranger 3: ?
Doomed Derelict: Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves.

Ghoul: A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Draugr: Any humanoid slain by a doomed derelict becomes a draugr.

Wayfinder 9
Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2: Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord.
Fellclaw Fleshwarped Elven Zombie Lord: ?
Ghoul Bloated Devourer: In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy.
Ghoul Gaunt Ascetic: Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings.
Skinshroud: A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud.
The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating.

Ghoul: A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.

Wayfinder 10
Desert Fury: At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan.
Mummy Pesh: Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow.
Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell.

Wayfinder 11
Coin Wraith: Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion.
Contra-Legem Devourer: ?
Contra-Legem Creature: A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will.
“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead.
Segruchen, the Fallen King: Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth.
Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings.
Thespis: When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis.
Thespis Haunt: Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt.

Wayfinder 12
Hapuseneb Ghoul Cleric 6: Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul.
Ravening Jackal: Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues.
Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals.
Sphinx Reborn: They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse.

Wayfinder 13
Infested Ghoul: A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours.
Zeldana Locnave Changeling Ghost Witch 8: Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death.
Alchemical Dreadnought: The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used.
Aridnyk: When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak.
Nachzehrer: Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts.

Wayfinder 14
Disemboweled Prophet: Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse.
The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations.
Grim Harvester: Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.

Wayfinder 15
Ferrywight: When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight.
Hearth Wraith: Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire.
River Wraith: Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow.
“River wraith” is an acquired template that can be added to any living, corporeal creature.
Foambristles River Wraith Boar: ?

Wight: Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds.
 
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Voadam

Legend
Pathfinder 2e Playtest

Pathfinder 2e Playtest
Pathfinder 2e Playtest Bestiary
Banshee: Risen from the grave due to strong feelings of betrayal, this undead apparition was once a living elven woman. Undying grief drives banshees to seek out vengeance upon the living.
Ghost: When some mortals die through tragic circumstances or without closure on something emotionally important to them, their spirits are unable to fully pass over into the River of Souls, and they remain behind. These anguished souls haunt the places of their death, constantly trying to right their perceived wrongs.
Ghost Commoner: ?
Ghost Soldier: ?
Ghost Mage: ?
Ghoul: Ghoul Fever.
Ghast: Ghast Fever.
Grim Reaper: The personification of violent death, the grim reaper is more akin to a force of nature than an individual being.
Lich: A lich is a powerful spellcaster that has pursued immortality by subjecting itself to undeath. Most liches undergo this transformation so that they can continue their esoteric research or complete some sadistic, long-term plan.
A lich’s phylactery allows it to rise from the dead.
Demilich: The floating skull called a demilich forms from the degenerate remains of a lich. This happens after a lich’s phylactery has been destroyed or has failed in some other way, but the lich is too complacent after vast centuries of undeath to create a new one. Without the phylactery to sustain it, the lich wastes away in body and mind. As the lich loses its autonomy, its magic items become part of it and its knowledge of spells twists. The curse of undeath overwhelms all the former lich’s higher ideals. Over time, negative energy is drawn to the powerful undead, crystallizing into black gemstones of blight quartz that form its teeth.
Mummy: Often wrapped in linen from head to toe, these undead beings are created through a lengthy and precise process so that they can continue to guard tombs.
Mummy Guard: ?
Mummy Retainer: ?
Mummy Pharaoh: ?
Poltergeist: Sometimes when a person dies, their spirit is unable to leave the site of their death, resulting in an angry and unquiet presence.
Saxra: These undead spirits of bones and wind make their homes high atop remote mountains.
Shadow: A shadow can snatch away its victim’s own shadow, weakening the target and allowing the shadow to create more of its kind.
When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Shadow Spawn: When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Greater Shadow: ?
Skeleton: This undead is made from a dead creature’s animated skeleton.
Skeleton Guard: ?
Skeletal Champion: Whenever a creature dies within 60 feet of a saxra, the saxra draws a small fragment of the creature’s bones into its aura. The creature must succeed at a DC 36 Will save or rise as a skeletal champion in 1d4 rounds.
Vampire Moroi: ?
Vampire Master: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Spawn: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Count: ?
Vampire Spawn Rogue: ?
Vampire Wizard: ?
Warsworn: The animate masses of armed and armored corpses known as warsworns are enormous undead amalgams formed by gods and goddesses of undeath or war. These creatures exist to spread the ravages of war and carnage of battle.
Wight: Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality.
A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wight Spawn: A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wraith: Wraiths are undead creatures born of evil and darkness. They loathe the light and living things, as they have lost much of their connection to their former lives.
A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
Wraithspawn: A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
A living humanoid slain by a dread wraith’s touch rises as a wraith after 1d4 rounds.
Dread Wraith: ?
Zombie: ?
Zombie Shambler: ?
Zombie Plague: Zombie Rot.
Zombie Brute: ?
Haunt: A hazard with this trait is a spiritual echo, often of someone with a tragic death.
Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.

Ghoul Fever (disease) Elves are immune. Saving Throw Fortitude DC 13; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Ghast Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Zombie Rot (disease, necromancy) An infected creature can’t heal damage it takes from zombie rot. Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 damage (1 day); Stage 3 1d6 damage (1 day); Stage 4 1d6 damage (1 day); Stage 5 dead, and rises as a plague zombie immediately.

LICH’S PHYLACTERY UNCOMMON ITEM
Arcane
Necromancy
Negative
12
Price 1,500 gp
Method of Use held, 1 hand; Bulk —
This item is crafted by a spellcaster who wishes to become a lich, and serves to return the lich to unlife if the lich is slain. When a lich’s soul flees to its phylactery, the phylactery rebuilds the lich’s undead body over the course of 1d10 days. Then, the lich returns fully healed in its new body (but lacking any gear it had on its old body). If the body is destroyed, the phylactery just starts the process anew. The phylactery must be destroyed to prevent a lich from returning.
A typical phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. This box has a hardness of at least 30, but some liches devise even more impregnable or unattainable phylacteries. A lich may also craft its phylactery from a ring, amulet, or similar item.

Pathfinder 2e Playtest Core Rule Book
Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Ghoul: ?

Pathfinder 2e Playetest Doomsday Dawn
Skeleton Guard: Drakus’s presence in the complex has corrupted this once-sacred chamber, which used to house bodies until they could be properly cleansed and buried. The six bodies that were allowed to linger here unattended to have risen from death as skeletons.
Mummy Guard: ?
Vampire:
Zombie:
?
Ghast: ?
Vampire Spawn Rogue: ?
Elite Wight: ?
Poltergeist: Two wights have burst through the dining room’s picture window to attack. Two rounds later, another crash echoes from the salon (area D12), as two more wights have invaded that room. After they arrive, the wights in D4 sense a presence and perform a short chant. Two rounds later, the dormant spirit of a dead manor resident stirs back to unlife as a poltergeist.
Greater Shadow: ?
Zombie Shambler: ?
Hidimbi, Mummy Pharaoh: ?
Mummy Retainer: ?
Undead 62: The gravestones here are ancient, as no one has been buried here in several hundred years. The names on the headstones are nearly all eroded away, and most of the stones are broken, toppled, or missing. This area is desecrated, granting all undead in the graveyard a +1 conditional bonus on all checks and DCs. Living creatures take a –1 conditional penalty on checks and DCs while in the graveyard. Worse still, this place has become suffused with angry spirits furious over the desecration of this holy place (which leads them to later animate powerful undead and attack the living).
Dread Wraith: ?
Lich: ?
Ghost Mage: ?
Risen Corpse, Mummy Retainer: ?
Demilich: ?
Banshee: ?

Pathfinder Society 2e Playtest Scenario 1 The Rose Street Revenge
Wennel Ardonay, The Rose Street Killer: One of these independent agents was Wennel Ardonay (CG male half-elf cleric of Milani), who had spent years rallying political support to revoke the Flesh Tax. After the siege, Wennel dedicated himself to helping the freed slaves find jobs, homes, and the means to live comfortably in Absalom. The slave traders had never liked Wennel, and when their inventory suddenly became free citizens, they utterly loathed the half-elf. It didn’t help that Wennel was on the cusp of uncovering one of these secret slaver cells. In the end, the slavers cornered and killed the cleric, throwing his body into the sewer.
Wennel’s corpse spent the better part of a week being picked over by looters and scavengers as it flowed downstream. His gnawed bones at last settled toward the bottom of a sewer canal where they animated as a restless undead creature. What remained of Wennel’s memory was spotty.
Once a half-elven cleric of Milani, Wennel has transformed into a skeletal champion who now draws his divine power from Urgathoa, goddess of disease, gluttony, and undeath.
Undead Marines: ?
Remna, Crawling Skeleton: While the PCs attempt to escape from the mud, the reanimated body of Remna, one of Wennel’s first victims, crawls out from under the steps and attacks.
Zombie Shambler: Once a half-elven cleric of Milani, Wennel has transformed into a skeletal champion who now draws his divine power from Urgathoa, goddess of disease, gluttony, and undeath. Using unholy rituals, he has created several zombies to assist him.
Undead: Nelfurhin doesn’t have any information about the slavers’ identities or how Wennel was reanimated, though a PC who succeeds at a DC 12 Religion check to Recall Knowledge knows that those who perish from treachery, with unfinished business, or after great suffering can sometimes rise as undead spontaneously—a process that twists even that person’s best intentions into hate.

Pathfinder Society 2e Playtest Scenario 2 Raiders of Shrieking Peak
Ghast: Ghast Fever.
Elite Ghoul: ?
Ghoul: Ghoul Fever.

Ghast Fever (disease) Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 As stage 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 As stage 4 (1 day); Stage 6 dead, rises as a ghoul the next midnight.

Ghoul Fever (disease) elves are immune; Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 As stage 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 As stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
 
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Voadam

Legend
Enemies of NeoExodus: Harvester of Sorrow

Enemies of NeoExodus: Harvester of Sorrow
Pathfinder 1e
Harvester of Sorrow: A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow.
Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation.
Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate.
A harvester of sorrow can be created with create undead (12th+ caster level).
A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow.
Dread Harvester: A dread harvester of sorrow has spent a generation successfully creating others of its kind.

Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.
 
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Voadam

Legend
Faces of Vathak: Survivors

Faces of Vathak: Survivors
Pathfinder 1e
Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3: When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger.
Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.
 
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Voadam

Legend
Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)

Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)
Pathfinder 1e
Asi Magnor, Mummy Cleric 10, Fighter 15: Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path.
He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived.
When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies.
Calix Sabinus, Vampire Lich: ?
 
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Voadam

Legend
Fallen Of Obsidian Twilight: Calix Sabinus

Fallen Of Obsidian Twilight: Calix Sabinus
Pathfinder 1e
Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10: It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death.
In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure.
When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her.
Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory.
Sabine, Vampire: ?
Asi Magnor: ?

Vampire: Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.
 
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