Undead Origins

Chaos Spawn (2e/SAGA)
2e
Scavenger Spawn: The power of the Daemonlord generates and animates them from corpses.
With its ability to summon other beings of Chaos, the Daemonlord can send agents in many directions to work its foul will. Once per turn, it can bring into existence 3d8 sand spawn {draw two Fate Cards and add 4}, 3d6 cedar spawn {draw two Fate Cards}, or 4d10 scavenger spawn {draw four Fate Cards}. These minions can only be summoned, however, if the appropriate raw materials are present—sand, forest, or corpses, respectively.
The Daemonlord can perform this summoning either by bringing the Chaos creatures into being in his direct vicinity (within 300 feet), or by launching a Chaos meteor. These flaming projectiles can fly up to five miles before impacting. The round after the meteor impacts, the summoned Chaos creatures emerge from the fiery explosion.
The creatures are actually scavenger spawn, a hideous version of flying undead created by the Daemonlord.
Each day, more scavenger spawn are created from the bodies that the daemon warriors harvest every evening.
Corpses that have been brought into the cloud litter the whole floor of this chamber. Many of the bodies have already been converted into scavenger spawn. These others are the “rejects,” or cadavers too scrawny or too badly damaged to serve the Daemonlord’s spawning needs.
Scavenger spawn are actually created in this chamber, so if the heroes happen to be here during the hour before dawn, they can witness the creation of ten of these skeletal flyers.
Scavenger Spawn, Grotesque Bony Beast, Cross Between a Human Skeleton and a Vulture, Vulture, Hideous Creature, Hideous Version of Flying Undead, Grim Flyer, Skeletal Flyer: ?
Undead, Undead Creature, Restless Dead: ?
Horrible Undead: ?
Nasty Undead: ?
Lesser Undead: ?
Chaotic Evil Undead: Alternatively, on any given turn {ten minute period}, the Daemonlord can call into being 1d8 creatures of chaotic evil alignment {draw one Fate Card}, though any one band of these beasts cannot exceed 16 HD total {48 Physique}. These creatures are a kind of illusion—that is, they are not called from any other place, but are created out of pure chaos. Each band thus created exists for 1d4 turns {draw one Fate Card, divide by two, and multiply by ten to determine how many minutes} and serves the Daemonlord with fanatical morale during that time.
Lord Soth, Death Knight: ?
Dracolich, Powerful Guardian, Skeletal Monster: ?
Liath, Ghost: This ghost is a female human, and she died during the hobgoblin onslaught when a troop of burrowing hobgoblins caught her wandering the tunnels under the forts.
Her name was Liath, and she was wandering the dungeons because she had just revealed to a visiting minstrel that she had fallen in love with him. Unfortunately for her, he had spurned her attention. Feeling sad and lonely, the young maiden had mindlessly wandered down into the dungeons and promptly gotten lost amid the twists and turns. When she heard the sounds of movement, she had called out for help and promptly been killed by some hobgoblins. However, her existence hadn’t ended there. She appeared in her ghostly form only seconds after the attack, inadvertently frightening the hobgoblins. At the time, she wasn’t sure what had happened to her, but she did find her way back to the minstrel to warn them about the hobgoblins.
Skeleton, Undead Predator: ?
Long-Dead Skeleton: ?
Vampire, Undead Predator: ?
Shadow-Wight, Shadow Wight: ?
Shadow-Wight, Deadly Creature of Shadow, Blackness, Deadly Creature of Chaos, Monstrous Being, Wight, Chaos Horror, Creature of Chaos, Denizen of Chaos, Soulless Killer, Horror: ?
Daemon Warrior, Powerful Beast, Daemon, Warrior: ?
Daemon Warrior Witness, Witness, Child's Toy: ?
Daemon Warrior, Minion: ?

Saga
Scavenger Spawn: The power of the Daemonlord generates and animates them from corpses.
With its ability to summon other beings of Chaos, the Daemonlord can send agents in many directions to work its foul will. Once per turn, it can bring into existence 3d8 sand spawn {draw two Fate Cards and add 4}, 3d6 cedar spawn {draw two Fate Cards}, or 4d10 scavenger spawn {draw four Fate Cards}. These minions can only be summoned, however, if the appropriate raw materials are present—sand, forest, or corpses, respectively.
The Daemonlord can perform this summoning either by bringing the Chaos creatures into being in his direct vicinity (within 300 feet), or by launching a Chaos meteor. These flaming projectiles can fly up to five miles before impacting. The round after the meteor impacts, the summoned Chaos creatures emerge from the fiery explosion.
The creatures are actually scavenger spawn, a hideous version of flying undead created by the Daemonlord.
Each day, more scavenger spawn are created from the bodies that the daemon warriors harvest every evening.
Corpses that have been brought into the cloud litter the whole floor of this chamber. Many of the bodies have already been converted into scavenger spawn. These others are the “rejects,” or cadavers too scrawny or too badly damaged to serve the Daemonlord’s spawning needs.
Scavenger spawn are actually created in this chamber, so if the heroes happen to be here during the hour before dawn, they can witness the creation of ten of these skeletal flyers.
Scavenger Spawn, Grotesque Bony Beast, Cross Between a Human Skeleton and a Vulture, Vulture, Hideous Creature, Hideous Version of Flying Undead, Grim Flyer, Skeletal Flyer: ?
Undead, Undead Creature, Restless Dead: ?
Horrible Undead: ?
Nasty Undead: ?
Lesser Undead: ?
Chaotic Evil Undead: Alternatively, on any given turn {ten minute period}, the Daemonlord can call into being 1d8 creatures of chaotic evil alignment {draw one Fate Card}, though any one band of these beasts cannot exceed 16 HD total {48 Physique}. These creatures are a kind of illusion—that is, they are not called from any other place, but are created out of pure chaos. Each band thus created exists for 1d4 turns {draw one Fate Card, divide by two, and multiply by ten to determine how many minutes} and serves the Daemonlord with fanatical morale during that time.
Lord Soth, Death Knight: ?
Dracolich, Powerful Guardian, Skeletal Monster: ?
Liath, Ghost: This ghost is a female human, and she died during the hobgoblin onslaught when a troop of burrowing hobgoblins caught her wandering the tunnels under the forts.
Her name was Liath, and she was wandering the dungeons because she had just revealed to a visiting minstrel that she had fallen in love with him. Unfortunately for her, he had spurned her attention. Feeling sad and lonely, the young maiden had mindlessly wandered down into the dungeons and promptly gotten lost amid the twists and turns. When she heard the sounds of movement, she had called out for help and promptly been killed by some hobgoblins. However, her existence hadn’t ended there. She appeared in her ghostly form only seconds after the attack, inadvertently frightening the hobgoblins. At the time, she wasn’t sure what had happened to her, but she did find her way back to the minstrel to warn them about the hobgoblins.
Skeleton, Undead Predator: ?
Long-Dead Skeleton: ?
Vampire, Undead Predator: ?
Shadow-Wight, Shadow Wight: ?
Shadow-Wight, Deadly Creature of Shadow, Blackness, Deadly Creature of Chaos, Monstrous Being, Wight, Chaos Horror, Creature of Chaos, Denizen of Chaos, Soulless Killer, Horror: ?
Daemon Warrior, Powerful Beast, Daemon, Warrior: ?
Daemon Warrior Witness, Witness, Child's Toy: ?
Daemon Warrior, Minion: ?
 

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Chronomancer (2e)
2e
Temporal Stalker: If drained to level 0 [by a temporal Stalker], the character becomes a temporal stalker himself. Mist-smoke begins to swarm around the victim's body until, several days later, most of its physical body is hidden within the shroud. Companions of the victim can prevent this transformation by bringing the body back to reality before this new stalker awakens.
Temporal Stalker, Evil Undead: ?
Raveth, Vareth, Lich: ?
 

Cities of Bone (2e)
2e
Shalmaneser the Senile, Arch-Vizier of the Fourth Dynasty, Lich Sorcerer 4, Undead Chancellor, Corpse Animated By Ancient Necromancy, Invaluable Obedient Servant, Forgetful Lich, Decrepit Senile Lich, Harmless Buffoon, Senile Lich Chancellor, Desperate Lich: Shalmaneser is a corpse animated by ancient necromancy.
The chancellor served as vizier in Ysawis centuries ago during the Fourth Dynasty. As a dabbler in necromancy, he thought he'd discovered the lich formula, but his transformation into undead only partially succeeded. The former arch-mage drank a potion of immortality and fell into a deep sleep, lasting hundreds of years and interrupted only by the call of the necromancers, Sumulael and Kazerabet.
Undead, Undead Being, Undead Creature, Regular Undead, The Dead: Kazerabet is a scholar; studying death teaches her about life. She gains a greater knowledge of life by studying death through necromancy. Her reading uncovered references to an ancient necromantic artifact—the Talisman of Shajar. Divinations led her to Ysawis, but the talisman has eluded her for years. With her husband, she raised a horde of the city's dead residents to search the ruins for the artifact, to no avail.
When his wife's research led her to ruined Ysawis in search of a necromantic artifact, he followed, glad to be free of restrictive society. Reveling in his dark art, he raised a city of undead to rule; his coffers grew full of burial treasures.
In addition, the Undying remain perfectly capable of calling up a legion of undead from the city's plentiful crypts if they so desire.
Undead Servant: ?
Moqtafi, Undead Architect, Engineer: ?
Roving Undead: ?
Scabrous Undead: ?
Undead Slave: ?
Impassive Undead: ?
Undead Inhabitant: Sumulael's death has little effect on the majority of Ysawis's undead inhabitants. Even though the late king animated half of the city's citizens, he did so in Kazerabet's presence and commanded them to follow instructions passed along by the palace bureaucracy; this efficient, hierarchical institution is controlled ultimately by the queen.
Undead Secretary: ?
Undead Scribe: ?
Undead Creation: In addition, Sumulael has released a number of his undead creations (the results of his twisted magical experiments) into the garden for his own amusement.
Free-Willed Undead: This is Sumulael's lifeproofing receptacle, the magic vessel containing his life force. If it is smashed, the evil mage immediately dies, and his creations become free willed undead (until Kazerabet subjugates them).
Corpse-Ravaging Undead: ?
More Dangerous Undead: ?
Tomb-Raiding Undead: ?
Undead Retainer: ?
Undead Horror: ?
Undead Carpenter: ?
Lesser Undead: ?
Undead Lieutenant: ?
Undead Spy: ?
Palace Undead: ?
Special Undead Servant: ?
Undead Guard: ?
Giant Spectral Vulture, Spectral Vulturelike Steed, Bird, Undead Beast, Steed, Ghastly Bird: ?
Rotting King: ?
Dead Slave: The ruins of Ysawis remained hidden for many centuries, until they were rediscovered by Sumulael and Kazerabet, a married pair of corrupt necromancers, whose sorcerous divinations had led them to the city in search of Shajar's legendary talisman. (The magic of necromancy is unavailable to most other Zakharan mages; see the NPC booklet for details on how Sumulael and Kazerabet came to master this dark, ancient art.) Nonetheless, their prize—the talisman—eluded them.
At first, when the sorcerers saw the skull pyramid and other bones of the city's former citizens, they amused themselves by raising the moldering remains to attend them as ghastly servants, skeletal porters, and shadowy messengers. When the quest for the talisman yielded nothing immediately, the necromancers animated more of the city's dead to help expand their search. Before long, the necromancers' new slaves uncovered royal cemeteries where kings and queens had been buried for centuries before the city's disastrous end. With a wave of her hand, Kazerabet cracked open the tombs' monolithic stone doors. Sumulael, cackling with wicked glee, called forth ancient royalty, commanding even the oldest of padishahs to stumble forth, wrapped in worm-eaten burial robes, from the corrupted depths of the crypts as the sorcerers' slaves. While the dead gave up their age-corrupted treasures, none carried the coveted talisman of Shajar.
Thus were the inhabitants of Ysawis called up from the crypts to serve Sumulael and Kazerabet, their new king and queen. Halfheartedly continuing their search, the necromancers live there still, attended by their dead slaves in the ancient Jade Palace of Zoraya.
Ghost: ?
Ghoul: In Sumulael's lab notebooks, he has recorded his attempts to locate the seat of the life force, or soul, in the organs of the human body. The annotated diagrams clearly represent the work of an evil, depraved mind. The notebooks also contain the forbidden rites for creating ghouls, ju-ju zombies, igrencherifs, shadows, and homonculi.
Ghoul, Tomb-Raiding Undead, Clawed Humanoid: ?
Corpse-Feeding Ghoul: ?
Hungry Ghoul: ?
Capricious Ghoul: ?
Disgusting Ghoul: ?
Ghoul Retainer: ?
Ghast: ?
Hungry Ghast: ?
Ghastly Servant: The ruins of Ysawis remained hidden for many centuries, until they were rediscovered by Sumulael and Kazerabet, a married pair of corrupt necromancers, whose sorcerous divinations had led them to the city in search of Shajar's legendary talisman. (The magic of necromancy is unavailable to most other Zakharan mages; see the NPC booklet for details on how Sumulael and Kazerabet came to master this dark, ancient art.) Nonetheless, their prize—the talisman—eluded them.
At first, when the sorcerers saw the skull pyramid and other bones of the city's former citizens, they amused themselves by raising the moldering remains to attend them as ghastly servants, skeletal porters, and shadowy messengers.
Lacedon: ?
Groaning Spirit: ?
Haunt: ?
Heucuva: ?
Lich: ?
Mummy: ?
Shaddad the Terror, Son of Ad, Terror of the Genies, Mummy: If the party breaks into his crypt, the spirit of Shaddad—driven by the genies' curse—awakens and animates his remains.
Princess Zoraya, The Crocodile Princess, Mummified Behir: Zoraya's form has been twisted completely by the necromantic powers of the artifact and the curse of Shajar. When her consort Kasim struck her down with Lifedrinker, the god Shajar did not allow the sword to capture her soul—she instead became an undead creature, similar in appearance to a mummified behir.
Poltergeist: ?
Shadow: This tomb contains the remains of 12 warriors: Shaddad's bodyguards, with spirits so foul that the genies' ancient curse twisted them into creatures of shadow.
In Sumulael's lab notebooks, he has recorded his attempts to locate the seat of the life force, or soul, in the organs of the human body. The annotated diagrams clearly represent the work of an evil, depraved mind. The notebooks also contain the forbidden rites for creating ghouls, ju-ju zombies, igrencherifs, shadows, and homonculi.
Shadowy Messenger: The ruins of Ysawis remained hidden for many centuries, until they were rediscovered by Sumulael and Kazerabet, a married pair of corrupt necromancers, whose sorcerous divinations had led them to the city in search of Shajar's legendary talisman. (The magic of necromancy is unavailable to most other Zakharan mages; see the NPC booklet for details on how Sumulael and Kazerabet came to master this dark, ancient art.) Nonetheless, their prize—the talisman—eluded them.
At first, when the sorcerers saw the skull pyramid and other bones of the city's former citizens, they amused themselves by raising the moldering remains to attend them as ghastly servants, skeletal porters, and shadowy messengers.
Shadow, Shadowy Unnatural Form, Malignant Unnatural Creature, Creature of Shadow: ?
Skeleton, Animated Skeleton: More than 5,000 animated skeletons and zombies lurk in and around Ysawis. All were animated by the necromancers. The number grows continually, for each day, Sumulael and Kazerabet add 20 to 30 more to the population.
Skeletal Porter: The ruins of Ysawis remained hidden for many centuries, until they were rediscovered by Sumulael and Kazerabet, a married pair of corrupt necromancers, whose sorcerous divinations had led them to the city in search of Shajar's legendary talisman. (The magic of necromancy is unavailable to most other Zakharan mages; see the NPC booklet for details on how Sumulael and Kazerabet came to master this dark, ancient art.) Nonetheless, their prize—the talisman—eluded them.
At first, when the sorcerers saw the skull pyramid and other bones of the city's former citizens, they amused themselves by raising the moldering remains to attend them as ghastly servants, skeletal porters, and shadowy messengers.
Lesser Skeleton Thrall: ?
Animated Horse Skeleton, Fantastical Steed: ?
Skeletal Sculpture: The necromancer has adorned this patio with 18 jarring sculptures, each assembled from the parts of up to a dozen human skeletons. For added amusement, Sumulael has animated these monstrosities for use in emergencies.
Skeletal Sculpture, Jarring Sculpture, Monstrosity: ?
Skeletal Horse: ?
Skeletal Elephant: ?
Hideous Skeleton: ?
Skeletal Maid: ?
Skeletal Servant: ?
Kasim, Skeleton Warrior Variant Fighter 13: This is Kasim, who transformed himself into an undead being with a skeleton warrior's power and ability.
Skeletal Queen: ?
Igrencherif, Disgusting Brute, Son of Kyuss: A skull watcher surveys this chamber, which encloses Sumulael's most unpredictable creations: six horrid igrencherifs (pronounced ee-rench-air-EEFS, meaning "disgusting brutes"), which superficially resemble zombies.
During melee, the green worms from the igrencherifs attempt to infiltrate the bodies of those nearby. Such victims become igrencherifs in 2 to 5 (Id4+1) rounds unless the worm is killed by cold iron, holy water, or a blessed object during the first round or by a remove curse or cure disease spell after it has burrowed into the victim's skin.
Sumulael has cultivated all these monsters carefully from a single green worm, which he stole from the university laboratory in Hilm. (Rumor has it the green worm had otherworldly origins; see the "Kyuss, Son of entry in the MONSTROUS COMPENDIUM appendix for GREYHAWK® setting, MC5).
After his expulsion from the university, the necromancer introduced the worm into a victim in Rog'osto. He observed the subject's development into what he later named an igrencherif. Since then, Sumulael has been trying (unsuccessfully) to create a breed of sane igrencherif that would follow his commands.
In Sumulael's lab notebooks, he has recorded his attempts to locate the seat of the life force, or soul, in the organs of the human body. The annotated diagrams clearly represent the work of an evil, depraved mind. The notebooks also contain the forbidden rites for creating ghouls, juju zombies, igrencherifs, shadows, and homonculi.
Igrencherif, Most Unpredictable Creation, Zombie, Hideous Undead: ?
Horrid Igrencherif: ?
Igrencherif, Favored Pet: ?
Spectre, Hateful Spirit: ?
Wight: ?
Wraith: This hall contains the spirit of an evil lieutenant sealed alive in the chamber ages ago when the qal'at was besieged.
Wraith, Spirit of an Evil Lieutenant: ?
Zombie, Animated Zombie: More than 5,000 animated skeletons and zombies lurk in and around Ysawis. All were animated by the necromancers. The number grows continually, for each day, Sumulael and Kazerabet add 20 to 30 more to the population.
These undead, the animated remains of Ysawis's ancient farmers, have been set at the only task they knew while alive.
Zombie, Shriveled Mummified Corpse: ?
Zombie, Farmer, Laborer: ?
Lesser Zombie Thrall: ?
Zombie Groom: ?
Zombie Artist: ?
Hideous Zombie: ?
Zombie Thrall: ?
Zombie Slave: ?
Zombie Guard: ?
Ju-Ju Zombie: In Sumulael's lab notebooks, he has recorded his attempts to locate the seat of the life force, or soul, in the organs of the human body. The annotated diagrams clearly represent the work of an evil, depraved mind. The notebooks also contain the forbidden rites for creating ghouls, ju-ju zombies, igrencherifs, shadows, and homonculi.
Ju-Ju, Powerful Zombie: ?
Ju-Ju Zombie, Palace Honor Guard: ?
Ju-Ju, Escort: ?
Handsome Ju-Ju Zombie: ?
Handsome Ju-Ju Zombie, Body Servant: ?
Once-Beautiful Ju-Ju Zombie, Myrrh-Scented Zombie: ?
Armored Ju-Ju Zombie: ?
Jahir, Ju-Ju Zombie, Servant, Tragic Figure: Having captured the caravan handlers, Sumulael spent most of the day reviewing the experiments he plans to conduct on them. In the early evening he turned the caravan's cook, Jahir, into a ju-ju zombie, so this newest servant could prepare dinner by midnight.
Azra'il, Ju-Ju Zombie, Tragic Figure: Having captured the caravan handlers, Sumulael spent most of the day reviewing the experiments he plans to conduct on them. In the early evening he turned the caravan's cook, Jahir, into a ju-ju zombie, so this newest servant could prepare dinner by midnight. He also transformed pretty Azra'il and Miriam, so they might perform gruesome dances during the meal.
Miriam, Ju-Ju Zombie, Tragic Figure: Having captured the caravan handlers, Sumulael spent most of the day reviewing the experiments he plans to conduct on them. In the early evening he turned the caravan's cook, Jahir, into a ju-ju zombie, so this newest servant could prepare dinner by midnight. He also transformed pretty Azra'il and Miriam, so they might perform gruesome dances during the meal.
Semi-Intelligent Ju-Ju Zombie Guard, Undead Spy: ?
Handsome but Macabre Ju-Ju Zombie Servant: ?
Free Willed Ju-Ju Zombie: ?
Jungle Giant Zombie, Powerful Zombie, Giant Zombie: ?
Stuffed Tiger Zombie, Cleverly Preserved Cinnamon-Scented Tiger Zombie: ?
Edimu, Ghost Mount, White Horse, Majestic Stallion, Steed, Ghostly Steed, Ghost, Horse, Stallion, Spirit Horse: The master used to tell of a man who lived long ago and of his love for Edimu: a fine, cunning stallion of purest white, faster than the winds, stronger than the mountains. The man loved racing—the thrill of bounding up the fertile hills outside his city of Sokkar, the exultation of thundering across the finish line far ahead of the pack in the yearly competitions.
Throughout his life, the man devoted his time, his wealth, and all his waking passion to riding and training with Edimu. He lavished priceless gifts on the horse, such as a bit and bridle of wrought gold, studded with diamonds and sapphires. He shared his very deepest thoughts and most private secrets with his beloved mount. Each day the man ate all his meals with the steed, and at night he lay down in an adjacent stall, reading Edimu engaging stories until both man and beast fell asleep in peaceful contentment.
Humans always have been so prone to obsession, do you not agree?
So the days passed happily for the man and his stallion. When the Destroyer of Joy, the Bringer of Despair, arrived to claim him, naturally the man wanted to be interred with Edimu, his trusted confidant and constant companion. I imagine he thought they could ride through the boundless landscape of the afterlife forever (or some such mortal nonsense). In his will, the man ordered a house of eternity prepared not only for himself, but one for Edimu as well: a stylized stable of eternity for his favorite steed.
Thus were man and horse embalmed, mummified, and buried in the necropolis of Sokkar, among the mausoleums of countless generations and dynasties. Months became years, years turned into decades, and decades matured into centuries before the ghouls discovered Sokkar, City of Eternity. Slowly, methodically, the corpse-ravaging undead began their ceaseless devourings, methodically plundering the crypts of the vast cemetery. Eventually, the ghouls reached the tombs of the man and Edimu, cracking open their portals and sarcophagi with iron claws, feasting on the grim delicacies contained in their dust-ridden coffins.
In Edimu's mausoleum, the capricious ghouls behaved especially wickedly, dashing the steed's rune-inscribed spirit statue onto the tomb's cold marble floor. As the ghouls departed, they looted Edimu's prized bit and bridle of wrought gold and gems. That act shattered the stallion's peace in the afterlife, returning his troubled spirit to the world of the living.
After Edimu was sold to a nobleman in Sokkar, his new master taught him all the customs of the city, including the elaborate burial rituals that enriched existence in the afterlife. Soon Edimu came to embrace his master's customs as his own. When ghouls defiled his grave, Edimu became a ghost mount, his Sayyad heritage giving him unusual intellectual and magical powers.
Ghost Mount, Undead Ghost Mount: ?
Ghost Mount, Fantastical Steed: ?
Great Ghul: ?
Dashur, Great Ghul Sand Mage, Reclusive Great Ghul Sorcerer, Ghul Mage, Wizard, Ghul Sorcerer: ?
Noq the Inspired, Rom, Undying: Although many giants passed into eternity, the three most powerful and principled members of their race could not rest leaving their beloved city unguarded. Noq the Inspired, Arun the Ever-Vigilant, and Merodach the Deprived all ignored their own deaths. Animated by their forces of will, these giants became rom, the Undying.
Arun the Ever-Vigilant, Rom, Undying: Although many giants passed into eternity, the three most powerful and principled members of their race could not rest leaving their beloved city unguarded. Noq the Inspired, Arun the Ever-Vigilant, and Merodach the Deprived all ignored their own deaths. Animated by their forces of will, these giants became rom, the Undying.
Merodach the Deprived, Rom, Undying: Although many giants passed into eternity, the three most powerful and principled members of their race could not rest leaving their beloved city unguarded. Noq the Inspired, Arun the Ever-Vigilant, and Merodach the Deprived all ignored their own deaths. Animated by their forces of will, these giants became rom, the Undying.
Malicious Spirit: ?
Spirit of the Dead: ?
Evil Spirit: ?
Selfish Spirit: ?
Restless Troubled Spirit: ?
Hateful Spirit: ?
Sorrowful Spirit: ?
b]Restless Spirit:[/b] Stored underground during the First Grand Caliph's short occupation, Moradask's legendary idols never again graced their aboveground temples and shrines, even after the invading armies departed. Most of the idols' worshipers had barricaded themselves in the farthest reaches of the city's underground catacombs, some of which were rumored to extend beneath the Jacinth Sea. Few of these faithful followers ever emerged from the caverns; they starved themselves in the abysmal depths of the earth and sacrificed themselves to their twisted creations. Their restless spirits haunt the catacombs to this day, despising the light and the life they had foolishly squandered.
Skull Watcher, Ever-Vigilant Skull Watcher: Improved Skull Watch spell.
Skull Watcher, Skull, Watching Skull, Enchanted Skull: ?

Improved Skull Watch
(Fifth-level Wizard Spell)
Range: Touch
Components: V, S, M
Duration: Until activated
Casting time: 6
Area of effect: 20-foot by 90-foot path
Saving throw: None
Necromancers, often those with large, permanent bases like Sumulael and Kazerabet, can enchant a skull sitting on a surface (such as a table) or levitating in a fixed spot to act as a guard. The skull can watch an area in front of it 20 feet wide and 90 feet long. When triggered by a living, sentient creature entering this field, the activated skull lets loose a scream that can be heard a quarter of a mile away (or 1,320 feet).
At the same time, it mentally communicates general visual data about the intruder(s) to its creator (race, appearance, visible weapons, etc., but not alignment, level, or magical abilities), if the caster is on the same plane as the skull.
Once the watching skull is in place, it cannot be turned or moved. The skull has AC 5 and 32 hit points (2 for each level of the caster). A skull can be rendered inactive with dispel magic or be physically destroyed by normal weapons (but its creator still learns the skull has been deactivated).
The necromancers each can control up to 16 skulls at once—a number equal to their level. Skull watchers' screams all sound alike, but the creator can tell the location of the activated one. The skulls remain active even after the creator dies or becomes undead, but they disintegrate after activating. The material components are earwax and the skull of a humanoid, intelligent being.
 

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