Undead Origins

Voadam

Legend
Conan RPG Pocket Edition

Conan RPG Pocket Edition
Conan d20 1e
Zombie: Raise Corpse spell.

Raise Corpse
(Basic Necromancy)
PP Cost: 1 point/corpse
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: Up to one corpse/scholar level
Duration: Concentration + 1d6 rounds
Saving Throw: See below
Prerequisites: Scholar level 4
This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.
The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.
A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
 
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Voadam

Legend
Secrets of Skelos

Secrets of Skelos
Conan d20 2e
Risen Dead: Legions of the Dead spell.
Vampire: Vampire Transformation spell.
Sorcerous Mummy: ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature.
Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects.
If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him.
Mummy of Ahriman: ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman.
Xaltotun Mummy of Ahriman Acheronian Scholar 20: He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human.

Legions of the Dead
Power Point Cost: 2 per 5 Corpses
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per level)
Targets: Up to fi ve corpses/level
Duration: Concentration + 1d6 Hours
Saving Throw: None
Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again.
Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.

Vampire Transformation
Power Point Cost: 20
Components: V, S, M, XP
Casting Time: 1 day
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact.
Perform (ritual) check: DC 30.
This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more.
Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell.
Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.
 
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Voadam

Legend
Stygia Serpent of the South

Stygia Serpent of the South
Conan d20 1e
Yinepu: Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death.
Risen Dead: Ta Neheh Leaf Elixir.
Mummy: Ta Neheh Leaf Elixir.
Ghost: The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.
Ka-Possessed Mummy: The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.
‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature.
Ta-Neheh Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant.
Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult.
Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12: Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life.

Ta Neheh Leaf Elixir.
The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster.
Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves.
 
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Voadam

Legend
Tales of the Black Kingdoms

Tales of the Black Kingdoms
Conan d20 1e
Risen Dead: Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.
 
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Voadam

Legend
Contagion Revised Edition

Contagion Revised Edition
Contagion 1e
Undead: A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.
Skeleton: A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence.
“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.
Human Skeleton: ?
Skin Feaster: Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.
 
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Voadam

Legend
Hell's Henchmen Chammadi

Hell's Henchmen Chammadi
Contagion 1e
Undead: Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself.
Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath.
Vampire: In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans.
Anubian: Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse.
The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied.
Anubian Bystander 1: ?
Bilious Shambler: As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon.
Carrion Hound: A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host.
Forgotten: The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society
Hybrid Zombie: Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create.
Tomb Guardian 4-Armed Human Zombie: ?
Patchwork Ghoul: Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction.
Skeletal Plate: Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones.
Soul-Eater: Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life.
Vengeful Zombie: This template represents a creature who has returned from the grave on a mission of vengeance.
The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied.
Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1: ?
Zombie: Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead.
An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death.

Fever (Su)
Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour.
An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death.
 
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Voadam

Legend
Inferno

Inferno
Contagion 1e
Undead: The Pit of Wasted Years is a place of bittersweet illusions.
Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing.
As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness.
Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.
 
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Voadam

Legend
Purgatorio

Purgatorio
Contagion 1e
Ghost: Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives.
Ghosts are those spirits who refused true death.
Lich: A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn.
Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus.
It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see the lich’s phylactery, below.
Trappings of unholy transformation
The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition.
Requisite knowledge
The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites:
Class levels: Arcane spellcaster level 18
Ability scores: Intelligence 20
Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks
Feats: craft wondrous item, empower spell
Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion.
The First Step: Research
Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion.
As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month.
Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals.
If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off.
The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests.
In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation)
The Second Step: The Ritual of Harvest.
Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest.
The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool.
The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances.
The Third Step: Trial by Fire
After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation.
The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat.
An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital.
Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego.
Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation.
The Fourth Step: Unholy Transformation
Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed.
If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power.
The Lich’s Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores his life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reforms 1d10 days after its apparent death.
Each lich must make its own phylactery, as detailed above.
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, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich.
Undead: Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead.
Confessor: Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests.
Confessor is an acquired template that can be added to any ghost.
Confessor Rake 3 Spook 3: ?
Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10: ?
 
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Voadam

Legend
Deadlands d20

Deadlands d20
3.0
Harrowed: In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes.
When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave.
Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed.
Abraham Lincoln: After his assassination in 1865, Lincoln returned from the dead Harrowed.
Bill Quantrill Harrowed Gunslinger 8: Bill Quantrill returned from the dead Harrowed.
Xitlan Lich Sorcerer 3:
Hangin' Judge: From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching.
But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power.
The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations.
Walkin' Dead: Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities.
Walkin' Dead Veteran: Bill Quantrill's unholy host power.
Brought back to unlife by Xitlan.
A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery.
Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell.
Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.
 
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