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Undead Origins

Voadam

Legend
MC3 Monstrous Compendium Forgotten Realms Appendix

MC3 Monstrous Compendium Forgotten Realms Appendix
2e
Crawling Claw: Since claws are the animated remains of hands or paws of living creatures, they are apt to be found in a wide variety of shapes and sizes.
Crawling claws are nothing more than the animated hands and paws of once-living creatures.
Crawling claws can be created by any mage or priest who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.
Dracolich: The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies.
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):
Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A full wish or similar spell is needed to restore the dragon to life; a wish to transform the dragon into a dracolich results in another roll on this table.
51-00 Potion works.
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a mag/c/ar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
  • 10 if the corpse is the spirit's own former body (which can be dead for any length of time).
  • 4 if the corpse is of the same alignment as the dragon.
  • 4 if the corpse is that of a true dragon (any type).
  • 3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.
  • 1 if the corpse is that of a dracolisk, dragonne, dinosaur, snake, or other reptile.
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A protodracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
Revenant: Revenants are vengeful spirits that have risen from the grave to destroy their killers.
Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). In order to make this transition, two requirements must be met. The dead character's Constitution must be 18 and either his Wisdom or Intelligence must be greater than 16. Also, the total of his six ability scores must be 90 or more. Even if these conditions are met, there is only a 5% chance that the dead character becomes a revenant.
If both Intelligence and Wisdom are over 16, the chance increases to 10%. If Intelligence, Wisdom, and Constitution are all 18, the creature can shift at will into any freshly killed humanoid, if the revenant rolls a successful saving throw vs. death.
 
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Voadam

Legend
Forgotten Realms Campaign Setting

Forgotten Realms Campaign Setting
3.0
Shemnaer, Shadowdancer Shadow Companion: ?
Szass Tam, Lich Wizard 10 Red Wizard 10 Archmage 2 Epic 7: ?
Azurphax Adult Green Dracolich: Eight years ago, the green dragon Azurphax was attacked in her
lair by a group of powerful dragonslayers. They drove her off and stole a large portion of her loot. When they returned for more, she was better prepared and succeeded in slaying them, although greatly wounded. The Cult of the Dragon heard of the attacks and offered her immortality and treasure. In her weakened state, she accepted and was transformed into a dracolich.
Death Tyrant: The death tyrant is an undead form of beholder akin to a zombie, though it retains some of the beholder’s innate magical abilities.
Dracolich: The dracolich is an undead creature resulting from the transformation of an evil dragon. The archmage Sammaster, founder of the Cult of the Dragon, discovered the process for creating these creatures.
A dracolich can be created from any of the evil dragon subspecies.
“Dracolich” is a template that can be added to any evil dragon.
Dracolich Creation
Sammaster recorded the secrets of dracolich creation in copies of his masterwork, the Tome of the Dragon, now passed down among Cult members. The process usually involves a cooperative effort between the evil dragon and the Cult’s wizards, but especially powerful Cult wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although dragons of old age or older, with spellcasting abilities, are preferred.
Once a candidate is secured, the Cult wizards first prepare the phylactery, an inanimate object that will hold the dragon’s life force. The phylactery must be a solid item of not less than 2,000 gp value and resistant to decay. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for phylacteries. A phylactery is prepared using the Craft Wondrous Item feat. The effective cost is 50,000 gp, so the wizard preparing the phylactery must spend 2,000 XP and 25,000 gp in materials. The caster level of the dracolich phylactery is 13th, and the caster must be able to cast control undead.
Next, a special brew is prepared for the evil dragon to consume (Cost: 2,500 gp and 200 XP, Brew Potion, caster level 11th; the secret of creating dracolich brew is known only to those who have read the Tome of the Dragon). The potion is a lethal poison and slays the dragon for whom it was prepared without fail. (If any other creature drinks the brew, the save DC is 25, and the initial and secondary damage are 2d6 Constitution.)
Upon the death of the imbibing dragon, its spirit transfers to the phylactery, regardless of the distance between that and the dragon’s body.
a Dracolich’s Phylactery
When the dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted nor attacked by magic. The spirit can remain in the phylactery indefinitely.
A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium-size or larger within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, the dracolich must make a successful Charisma check (DC 10 for a dragon, DC 15 for any dragon-type creature that is not a true dragon, such as an ibrandlin or wyvern, or DC 20 for any other kind of reptilian creature). If the check fails, the dracolich can never possess that particular corpse.
If the corpse accepts the spirit, it becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below).
Proto-Dracoliches
A proto-dracolich has the mind and memories of its original form but the hit points and spell immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its Strength, speed, and AC are those of the possessed body.
The proto-dracolich can transform immediately to its full dracolich form by devouring at least 10% of its original body. Failing that, it transforms into its full form over the course of 2d4 days.
When the transformation is complete, the dracolich resembles its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days.
 
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Voadam

Legend
Ssethregore: In the Coils of the Serpent Empire

Ssethregore: In the Coils of the Serpent Empire
3.5
Caimeth: Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death.
 
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Voadam

Legend
Heroes Against Darkness

Heroes Against Darkness
Heroes Against Darkness
Ghoul: ?
Death Claw Ghoul: ?
Shrieking Ghoul: ?
Lich: Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever.
As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks.
Skeleton: Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders.
Animate Skeleton spell.
Dry Bone Skeleton: ?
Skeleton Archer: ?
Skeleton Warrior: Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again.
Skeleton Lord: ?
Zombie: Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic.
Animate Zombie spell.
Dirt-Born Zombie: These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers.
Zombie Shambler: Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured.
Zombie Flesh-Thrower: ?
Zombie Corruptor: ?
Ghost: Animate Ghost spell.

Animate Zombie (2 Anima) Spell Effect
You animate a zombie, creating an undead creature. You control the zombie‟s actions (major, move, minor). Zombie‟s level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action.
Target
Single dead body
Duration
1 rnd + 1 rnd per level
Range
Touch

Animate Skeleton (4 Anima) Spell Effect
You animate a skeleton, creating an undead creature. You control the skeleton‟s actions (major, move, minor). Skeleton‟s level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action.
Target
Single set of bones
Duration
1 rnd + 1 rnd per level
Range
Touch

Animate Ghost (6 Anima) Spell Effect
You animate a ghost, creating an undead creature. You control the ghost‟s actions (major, move, minor). Ghost‟s level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target‟s AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action.
 
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Voadam

Legend
Chimera Roleplaying Game Core Rules

Chimera Roleplaying Game Core Rules
Chimera
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Ghast: Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them.
Create Undead power wield rank 4.
Ghoul: The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them.
Create Undead power wield rank 1.
Mummy: Mummies are preserved corpses animated via the create undead power.
Create Undead power wield rank 9.
Skeleton: Skeletons are the animated bones of dead, mindless automatons created with the animate dead power.
Animate Dead power.
Wight: Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death.
Create Undead power wield rank 7.
Wraith: The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them.
Create Undead power wield rank 11.
Zombie: Zombies are undead, mindless automatons created with the animate dead power.
Animate Dead power.

Animate Dead (Necromantic)
Range: Touch Save: None
Duration: Instantaneous
Effect: Creates undead skeletons and zombies
This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated.

Create Undead (Necromantic)
Range: 5”+1”/Wr
Save: None
Duration: Instantaneous
Effect: Create undead creatures
This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank:
Table 5.7: Create Undead
Wield rank Undead Created
1–3 Ghoul
4–6 Ghast
7–8 Wight
9–10 Mummy
11+ Wraith
You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.
 
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Voadam

Legend
Slaine the Roleplaying Game of Celtic Heroes

Slaine the Roleplaying Game of Celtic Heroes
Slaine d20
Ghoul: ?
Half-Dead: ?
 
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Voadam

Legend
The Invulnerable King

The Invulnerable King
Slaine d20
Sokkvabek Folk: These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own.
Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.
 
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Voadam

Legend
The Ragnarok Book

The Ragnarok Book
Slaine d20
Ghoul: ?
Ghost: ?
Shadow: ?
Wraith Sorcerer: ?
Naescu Shadow Druid 9: ?
 
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Voadam

Legend
True20 Adventure Roleplaying Revised Edition

True20 Adventure Roleplaying Revised Edition
True20
Undead: Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power.
Crypt Wight: Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane.
Ghost: Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life.
Imbue Unlife spell.
Skeleton: Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators.
Imbue Unlife spell.
Vampire:
If a vampire kills a victim with blood drain, the victim returns as a vampire in three days.
Imbue Unlife spell.
Zombie: Zombies are corpses animated by supernatural forces.
Imbue Unlife spell.

Imbue Unlife
Fatiguing
You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent.
Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again.
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 from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife.
The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control.
Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.
 
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