Undead Origins


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Voadam

Legend
Psionics Augmented: Seventh Path

Psionics Augmented: Seventh Path
Pathfinder 1e
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.
 
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Voadam

Legend
Pathways 64

Pathways 64
Pathfinder 1e
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: ?
 
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Voadam

Legend
Tome of Horrors Complete

Tome of Horrors Complete
Pathfinder 1e
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.
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.
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.
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.
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.
 
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Voadam

Legend
Quintessential Drow

The Quintessential Drow
3.5
Vampiric Spider: The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider.
Spawn Sanguine spell.

Spawn Sanguine
Necromancy [Death, Evil]
Level: Clr 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft/2 levels)
Target: One spider egg sac
Duration: Instantaneous
Save: None
Spell Resistance: Yes
By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve.
A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity.
 
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Voadam

Legend
MCI Monstrous Compendium Volume One

MCI Monstrous Compendium Volume One
2e
Ghost: Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status.
Ghoul: Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected).
Ghoul Lacedon: ?
Ghoul Ghast: ?
Lich: In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item, magic jar, permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform, permanency, cone of cold, feign death, and animate dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.
Lich Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail.
Mummy: Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.
Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror.
To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth.
Shadow: If a human or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.
According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans and demihumans so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated and the majority of the character's essence is shifted to the Negative Material plane. Only a shadow of their former self remains on the Prime Material plane, and the transformation always renders the victim both terribly insane and undeniably evil.
Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Skeleton Skeleton: ?
Skeleton Animal: ?
Skeleton Monster: ?
Spectre: Any being totally drained of life energy by a spectre becomes a full-strength spectre.
No one knows who the first spectre was or how it came to be.
Vampire: ?
Wight: Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights.
Wraith: The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy.
Any human killed by a wraith becomes a half-strength wraith under its control.
A wraith is an undead spirit of a powerful, evil human.
Zombie: Zombies are mindless, animated corpses controlled by their creator, usually an evil wizard or priest.
The dead body of any humanoid creature can be made into a zombie.
Zombie Common: ?
Zombie Monster: ?
Zombie Juju: These foul creatures are made when a wizard drains the life force from a man-sized humanoid creature with an energy drain spell.
 
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Voadam

Legend
Requiem: The Grim Harvest

Requiem: The Grim Harvest
2e
Mummy Bog: The wave from the Negative Energy Plane that swept across the domain when the doomsday device was activated, and the lesser wave of positive energy it pushed before it, had their effects upon the Boglands. The latter gave rise to a new form of mummy, while the former tainted what little arable soil existed in this region.
Bog mummies are formed when a corpse comes to rest in a marsh or swamp and is naturally mummified by being coated in a layer of mud. Eventually the body takes on the dark coloration of the earth and becomes as tough as tanned leather. The clothing is partially preserved and sticks to the corpse in patches, as does hair. The facial features are distorted in a permanent grimace and the hands are stiffened into clawlike hooks. When the corpse at last rises as an undead creature, it walks with an uneven gait, due to the stiffness of its limbs.
A bog mummy rises as an undead creature when a powerful burst of positive energy causes the dead person's spirit to rejoin with the preserved body. Bog mummies may be created by a priest or another mummy from the raw material of a corpse or may be the result of powerful emotional forces. In the domain of Necropolis, however, bog mummies are an accidental creation. It is theorized that, when the doomsday device was activated, the resulting shock wave of negative energy that it sent out pushed before it a wave of positive energy. When this wave struck Stagnus Lake and the Great Salt Swamp, it also sent a positive wave through the large number of bodies that lay beneath the mud. The swamps were, after all, a favorite place to dispose of murder victims and contained a great many corpses that were already charged with strong emotional energy. Bog mummies began to climb out of the mud and stalk the living of Necropolis.
Trillen Mistwalker 3rd Magnitude Ghost: Trillen's obsession with finding the ruin and his grief over - his brother's death eventually drove him to madness. He died, destitute and raving, a few years later. Such was his force of will, however, that his spirit remained behind.
Zombie Rats: The wave of negative energy thrown out by the doomsday device has infused Galf with a special power. By laying hands on a dead rodent, he can animate its corpse.
Galf recently "cleaned up" his house by voluntarily killing all of his pet rats. The council does not realize that he has raised his beloved rodents as zombies.
Beryl Silvertress Dwarf Vampire: Beryl does not remember the name of the vampire who cursed her with the "gift" of unlife—a dwarf with a midnight-black beard who fled into the Ravenloft Mists. Her only clue as to his identity is that he has a palm-sized patch over his heart that is icy cold to the touch, a stigmata left by a stalagmite that once impaled him.
Beryl has no idea why this man kidnapped her from her carriage and turned her into a vampire. But she is vain enough to think that it was due to her beauty.
Yako Vormoff Vassalich: Sensing the lad's intelligence and his talent at manipulating others, Azalin trained Yako in the arts of dark magic. He eventually "promoted" his young pupil above others of greater age and talent, performing the dread ritual that turned Yako into a vassalich.
Damon Skragg Ghoul Lord: None know what happened on that evil isle, but it is thought that Damon fell victim to a necromancer's experiments. He returned to his ship a ghoul lord with a crew composed of ghasts, hollow shells of the sailors whose lives he had taken.
Siren Ravenloft: It is thought that the sirens are merfolk who were transformed by the burst of negative energy that was released when the doomsday device was activated.
Kristobal del Diego Mature Vampire: Originally a horticulturalist, he was accosted by a female vampire in the public rose garden late one night.
Crow Skeleton: ?
Death: Azalin instead used Lowellyn to build and test the infernal machine, a prototype for the doomsday device. As a result of this experiment, Lowellyn was transformed into the creature known as Death.

Undead: Darkon is transformed by a wave of negative energy that is thrown out when the doomsday device is activated. The capital of the domain, Il Aluk, is swept clean of living things. Every living creature in the city (including the heroes) is transformed into an undead caricature of itself.
In fact, the wave of blackness that the heroes saw coming out of the exploding doomsday device was a shock wave from the Negative Energy Plane. Even as the heroes were killed, this energy washed over their bodies, infusing them with unlife and transforming them into undead creatures. At the same time, it transformed all of Il Aluk into a city of the dead and forever changed the domain of Darkon (henceforth known as Necropolis).
Every living thing in the city, from the lowliest rat to the highest Eternal Order priest, has been transformed into an undead creature by the doomsday device.
When the doomsday device was activated, it threw out a shock wave of negative energy so powerful that every living thing in Il Aluk was instantly slain. At the same time, the streets and buildings of the city were permeated with this force, which began to pulse within the city like a corrupted heartbeat. As a result of this powerful energy, the people and animals of Il Aluk were infused with unlife and rose as undead creatures on the morning that followed Darkest Night.
Il Aluk, the capital of Necropolis, has been swept clean of living things. There are no plants, no insects, no bacteria, nothing. So infused with the power of the Negative Energy Plane is this place that only the ranks of the living dead may come and go freely in this region. Any living creature who tries to enter the city is drained of life and becomes an undead thing.
Not every undead creature has the ability to create others of its kind. Only those with some manner of energy draining attack (whether it affects life energy, ability scores, or some other aspect of living characters) have the potential to create more undead. If a player wishes his character to have this ability, he must allocate an extra slot to the attack type that will be used to create new undead. In addition, the DM and player should specify some means by which the raising of the newly slain victim can be prevented.
Ghost: Ghosts are the ethereal remnants of those who died an emotional and traumatic death.
Ghoul: The lower ranking Kargat of Il Aluk have been transformed into ghouls.
Ghoul Ghast: None know what happened on that evil isle, but it is thought that Damon fell victim to a necromancer's experiments. He returned to his ship a ghoul lord with a crew composed of ghasts, hollow shells of the sailors whose lives he had taken.
A successful bite by Damon inflicts 1d10 points of damage. Victims who do not make a successful saving throw vs. poison succumb to a horrid rotting disease that inflicts 1d10 points of damage per day. In addition, the disease reduces both Constitution and Charisma by 1 point per day. This affliction may only be cured by a heal spell; all other curative spells are ineffective in treating it. Once halted, the victim's Constitution score returns to its original value at a rate of 1 point per week. Charisma, however, is permanently reduced, due to the terrible scars left by the disease. Should the victim's hit points or one of his ability scores reach zero, he dies. Unless the body is destroyed, it will rise as a ghast three nights later and will join the Bountiful crew as an undead sailor wholly under Damon's command.
Any of the four Kargat officers who served in the Grim Fastness, and who were not killed by the heroes, have been transformed into ghasts by the doomsday device explosion.
Lich: The emaciated figure is Grandmother Nichia, who was transformed into a lich by the shock wave of negative energy that swept through Il Aluk.
Born from a determination to resist death at all costs, these magicians are natural schemers whose subtle machinations often span decades or even centuries.
Mummy: Those priests of the Eternal Order who were not inside the Grim Fastness (who were not transformed into zombie priests) are transformed into mummies.
For the purposes of these rules, a mummy is akin to a lich, save that it is the undead form of a Priest. Such a character need not have worshiped one of the gods of ancient Egypt.
Shadow: The average citizens of Il Aluk have been transformed into zombies or skeletons. A handful were also turned into shadows.
Shadows are beings of darkness, created when a human or demihuman has his essence drained away and replaced with energy from the Negative Energy Plane. This process destroys the creature's physical form, leaving behind nothing but an incorporeal, undead silhouette.
Skeleton: The average citizens of Il Aluk have been transformed into zombies or skeletons.
A skeleton is the reanimated corpse of a human, demihuman, or humanoid which has been stripped of flesh.
Spectre: The apparition is an undead creature, a noblewoman by the name of Chauncy Hopcott who was transformed into a spectre by the wave of negative energy thrown out by the doomsday device.
Spectres are a terrible form of incorporeal creature created when a living person is either killed by an existing spectre or, in rare cases, frightened to death.
Vampire: When using her biting attack, Beryl can drain vitality; each successful attack permanently lowers her victim's Constitution by 2 points. Victims reduced to a Constitution of 0 are slain and rise as vampires in three days.
Zombie: The average citizens of Il Aluk have been transformed into zombies or skeletons.
Zombies are among the easiest of the undead to create and, conversely, to destroy. They are almost always created by means of an animate dead spell.
 
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Voadam

Legend
Darwins World Preview Terrors of the Twisted Earth

Darwins World Preview Terrors of the Twisted Earth
3.0
Screamer: Screamers were once human beings, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch.
 
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Voadam

Legend
d20 Modern

D20 Modern
d20 Modern
Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Mummy: Mummies are preserved corpses animated through rituals best forgotten.
Mummy Dedicated Hero 3: ?
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed).
Animate Dead spell.
Human Skeleton: ?
Ogre Skeleton: ?
Vampire: “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.
A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.
Vampire Human Fast Hero 2/Charismatic Hero 3:
Zombie: Zombies are corpses animated by some sinister power or magic.
“Zombie” is a template that can be added to any corporeal creature other than an undead.
A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).
Animate Dead spell.
Human Zombie: ?
Huge Crocodile Zombie: ?

Animate Dead
Necromancy [Evil]
Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.
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). If you are an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.
 
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Voadam

Legend
d20 Modern SRD

d20 Modern SRD
d20 Modern
Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Mummy: ?
Mummy Dedicated Hero 3: ?
Skeleton: “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.
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 Dead spell.
Human Skeleton: ?
Ogre Skeleton: ?
Vampire: “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.
A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.
Vampire Human Fast Hero 2/Charismatic Hero 3: ?
Zombie: “Zombie” is a template that can be added to any corporeal creature other than an undead.
A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.
Animate Dead spell.
Human Zombie: ?
Huge Crocodile Zombie: ?

Animate Dead
Necromancy [Evil]
Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.
The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead.
 
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