Voadam
Legend
OSR A-K
OSR A-K
OSR A-K
Adventurer Conqueror King System
Arrows of Indra
Astonishing Swordsmen & Sorcerers of Hyperborea
Basic Fantasy
Beyond the Wall
The Black Hack
Blood & Treasure
Castles and Crusades
Crimson Blades
Dark Dungeons
Delving Deeper
Dungeon Crawl Classics
Hackmaster
Iron Falcon
Adventurer Conqueror King System
Lairs and Encounters
Player's Companion
Dwimmermount
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors.
Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each.
It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual.
Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead.
To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above.
Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete.
Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned.
Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Skeleton: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Animate Dead spell.
Spectre: Should a character be slain by a spectre, he will become a spectre 24 hours after his death.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human slain by a wight becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Characters slain by a wraith become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.
Animate Dead Range: touch Arcane 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each.
It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual.
Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead.
To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above.
Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete.
Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned.
Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Skeleton: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Animate Dead spell.
Spectre: Should a character be slain by a spectre, he will become a spectre 24 hours after his death.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human slain by a wight becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Characters slain by a wraith become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.
Animate Dead Range: touch Arcane 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
Lairs and Encounters
Blood Hound: Created from a lithe human corpse, skin stripped to ease movement and entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat; this, gives the blood hound a piercing tongue attack that it can use in close quarters. The tongue is also used to drain a victim’s blood, replenishing the blood hound’s necrotic flesh and permitting it to retain its flexibility.
Death Chargers: Undead cavalry, death chargers are created by necromantically bonding and stitching the upper body of a zombie-like humanoid to the back of a re-animated warhorse.
The death chargers were created from the burned corpses of soldiers and mounts that died in the fire, and are truly hideous to behold.
Desert Ghoul: Like other ghouls, desert ghouls attack with claws and bite. Their attacks do not paralyze their victims, but any humanoid creature that suffers the loss of 50% or more of its total hit points to a desert ghoul is infected with ghoul fever and will become a desert ghoul in 2d6 days. This transformation can be prevented with the cleric spell cure disease if cast before the disease has taken full hold.
Draugr: ?
Flay Fiends: Eight diagonal crosses have been erected in a 30' diameter ring. From each of the eight diagonal crosses hangs a corpse, crucified upside down and painstakingly flayed from head to toe, exposing its muscles, ligaments, and blubber. Below each flayed body lies a pile of flesh, the skin of the body, red and sticky with gore. The torturous executions that took place here generated necromantic energies that transformed the ring of crucifixion into a shadowed sinkhole of evil and the skins of the deceased into eight flay fiends.
Haugbui: Risen from those slain by a draugr in its barrow, haugbui are silent, decaying corpses that largely resemble zombies and may be mistaken for them at first glance with disastrous results.
Anyone slain by a draugr within its barrow will rise after 24 hours as a haugbui in thrall to the draugr.
Hoarflesh: The hoarflesh, the frozen dead, are born of those unfortunate souls who perish in the frozen wilds of Jutland and Rorn. Some of those who die as the ice creeps into their bones and veins animate as these frozen undead, perfectly preserved as they were at the moment of death.
Anyone slain by a hoarflesh rises in 24 hours as a hoarflesh themselves.
The frozen dead were once Jutland warriors, slain in battle during a snow storm. Their comrades could neither bury the fallen in the frozen soil, nor burn the corpses in the wintry precipitation, so they commemorated them with a crude runestone and abandoned them to the cold. Now the hoarflesh seek revenge on any who still have warmth.
Mummy Lord: Mummy lords are long-dead kings, high lords and sorcerers transformed by necromantic arts into powerful undead.
The evil rituals used to create mummy lords imbue the monsters with the ability to bestow curse (the reverse of remove curse) and charm person at will.
Nathaghol: A frightful fate awaited those caught trespassing in the tombs of the Zaharans – transformation into a nathaghol.
Necropede: A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation’s many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs. Most necropedes are constructed using six torsos, but they may be made with more or less.
Venous Sentinel: The necromantically-animated heart and veins of a humanoid, a venous sentinel is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped arteries and veins. Sometimes created during the mummification process when the heart and arteries and carefully removed, venous sentinels can be found set as guardians in Zaharan tombs, as well as secured in canopic jars, ready to attack when inadvertently released.
Undead: The entirety of Nirgal’s temple is a shadowed sinkhole of evil. Corpses in it have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Due to terrible black magic worked in its creation, the calendar stone is a vortex to the Nether Darkness, and radiates a forsaken sinkhole of evil in a 12' radius from its perimeter. Corpses in the sinkhole have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?
Death Chargers: Undead cavalry, death chargers are created by necromantically bonding and stitching the upper body of a zombie-like humanoid to the back of a re-animated warhorse.
The death chargers were created from the burned corpses of soldiers and mounts that died in the fire, and are truly hideous to behold.
Desert Ghoul: Like other ghouls, desert ghouls attack with claws and bite. Their attacks do not paralyze their victims, but any humanoid creature that suffers the loss of 50% or more of its total hit points to a desert ghoul is infected with ghoul fever and will become a desert ghoul in 2d6 days. This transformation can be prevented with the cleric spell cure disease if cast before the disease has taken full hold.
Draugr: ?
Flay Fiends: Eight diagonal crosses have been erected in a 30' diameter ring. From each of the eight diagonal crosses hangs a corpse, crucified upside down and painstakingly flayed from head to toe, exposing its muscles, ligaments, and blubber. Below each flayed body lies a pile of flesh, the skin of the body, red and sticky with gore. The torturous executions that took place here generated necromantic energies that transformed the ring of crucifixion into a shadowed sinkhole of evil and the skins of the deceased into eight flay fiends.
Haugbui: Risen from those slain by a draugr in its barrow, haugbui are silent, decaying corpses that largely resemble zombies and may be mistaken for them at first glance with disastrous results.
Anyone slain by a draugr within its barrow will rise after 24 hours as a haugbui in thrall to the draugr.
Hoarflesh: The hoarflesh, the frozen dead, are born of those unfortunate souls who perish in the frozen wilds of Jutland and Rorn. Some of those who die as the ice creeps into their bones and veins animate as these frozen undead, perfectly preserved as they were at the moment of death.
Anyone slain by a hoarflesh rises in 24 hours as a hoarflesh themselves.
The frozen dead were once Jutland warriors, slain in battle during a snow storm. Their comrades could neither bury the fallen in the frozen soil, nor burn the corpses in the wintry precipitation, so they commemorated them with a crude runestone and abandoned them to the cold. Now the hoarflesh seek revenge on any who still have warmth.
Mummy Lord: Mummy lords are long-dead kings, high lords and sorcerers transformed by necromantic arts into powerful undead.
The evil rituals used to create mummy lords imbue the monsters with the ability to bestow curse (the reverse of remove curse) and charm person at will.
Nathaghol: A frightful fate awaited those caught trespassing in the tombs of the Zaharans – transformation into a nathaghol.
Necropede: A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation’s many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs. Most necropedes are constructed using six torsos, but they may be made with more or less.
Venous Sentinel: The necromantically-animated heart and veins of a humanoid, a venous sentinel is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped arteries and veins. Sometimes created during the mummification process when the heart and arteries and carefully removed, venous sentinels can be found set as guardians in Zaharan tombs, as well as secured in canopic jars, ready to attack when inadvertently released.
Undead: The entirety of Nirgal’s temple is a shadowed sinkhole of evil. Corpses in it have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Due to terrible black magic worked in its creation, the calendar stone is a vortex to the Nether Darkness, and radiates a forsaken sinkhole of evil in a 12' radius from its perimeter. Corpses in the sinkhole have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?
Player's Companion
Skeleton: Undead Legion spell.
Zombie: Undead Legion spell.
Undead Legion Range: touch
Arcane Ritual 9 Duration: permanent
This ritual can only be cast in a place of death (such as a cemetery, catacomb, or battleground). When it is complete, the spellcaster raises an undead legion under his command from the corpses and skeletons residing therein. The undead legion will include a number of Hit Dice of skeletons or zombies equal to 200 times the caster’s level, subject to the maximum number of dead in his area. Whether the undead legion consists of skeletons or zombies will depend on the state of the corpses in the surrounding area. Animated skeletons have Hit Dice equal to the number the monster had in life, excluding class levels; for skeletons of humans or demi-humans, this means one Hit Die regardless of the class level of the deceased. Zombies have one more Hit Die than the monster had in life. The undead legion normally lasts for just one week, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
EXAMPLE: Sebek, a 14th level mage, travels to the catacombs of Old Zahar, in order to perform the undead legion ritual. After 9 weeks, his Magic Research throw succeeds, so he animates 2,800 Hit Dice of undead. Since the Old Zaharans mummfied the dead, the corpses are relatively intact and become zombies. Sebek’s undead legion consists of 1,400 2 HD human zombies. Sebek then sprinkles his army with unholy water so that it will remain animated indefinitely. The ritual has taken 9 weeks to complete, at a cost of 74,500gp (4,500gp for the ritual and 70,000gp for unholy water). Compared to the cost of training and equipping 1,400 heavy infantry (177,800gp), Sebek considers his ritual a wise investment.
Note that if undead legion is cast in a sinkhole of evil, the spellcaster will calculate the spell effects as if he were one or more class levels higher than his actual level of experience. See Sinkholes of Evil in Chapter 10 of ACKS for more information on sinkholes and places of death.
Zombie: Undead Legion spell.
Undead Legion Range: touch
Arcane Ritual 9 Duration: permanent
This ritual can only be cast in a place of death (such as a cemetery, catacomb, or battleground). When it is complete, the spellcaster raises an undead legion under his command from the corpses and skeletons residing therein. The undead legion will include a number of Hit Dice of skeletons or zombies equal to 200 times the caster’s level, subject to the maximum number of dead in his area. Whether the undead legion consists of skeletons or zombies will depend on the state of the corpses in the surrounding area. Animated skeletons have Hit Dice equal to the number the monster had in life, excluding class levels; for skeletons of humans or demi-humans, this means one Hit Die regardless of the class level of the deceased. Zombies have one more Hit Die than the monster had in life. The undead legion normally lasts for just one week, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
EXAMPLE: Sebek, a 14th level mage, travels to the catacombs of Old Zahar, in order to perform the undead legion ritual. After 9 weeks, his Magic Research throw succeeds, so he animates 2,800 Hit Dice of undead. Since the Old Zaharans mummfied the dead, the corpses are relatively intact and become zombies. Sebek’s undead legion consists of 1,400 2 HD human zombies. Sebek then sprinkles his army with unholy water so that it will remain animated indefinitely. The ritual has taken 9 weeks to complete, at a cost of 74,500gp (4,500gp for the ritual and 70,000gp for unholy water). Compared to the cost of training and equipping 1,400 heavy infantry (177,800gp), Sebek considers his ritual a wise investment.
Note that if undead legion is cast in a sinkhole of evil, the spellcaster will calculate the spell effects as if he were one or more class levels higher than his actual level of experience. See Sinkholes of Evil in Chapter 10 of ACKS for more information on sinkholes and places of death.
Dwimmermount
Barrow Wight: Living creatures struck by a barrow wight lose one level or hit die. Should a character lose all levels, he dies and will become a barrow wight himself in 1d4 rounds, under the control of the barrow wight that created him.
Crypt Thing: ?
Ghast: ?
Grave Risen: They arise in places where the blood from slain spellcasters has permeated the ground; the latent arcane energies in the blood seep into the corpses of those who die nearby and animate them as grave risen.
Lich: A lich is a mage of 11th level or higher who has used necromancy to transform himself into a terrible form of undead.
Termaxian Mummy: The Termaxian mummy is a rare form of undead created by the cult of Turms Termax in order to punish a member who betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers.
Undead Ooze: ?
Zombie Brute: Zombie brutes are large, hulking undead creatures reanimated through dark magical rituals.
Zombie Juju: ?
Zombie Lord: To date only one zombie lord is known to exist,
but other creatures that die with unfulfilled obligations
or duties might, if slain in environments
rich with ambient azoth, rise in a similar manner.
Skeleton: Creatures that die while engulfed by the undead ooze can be re-animated as skeletons under its control one round later.
Crypt Thing: ?
Ghast: ?
Grave Risen: They arise in places where the blood from slain spellcasters has permeated the ground; the latent arcane energies in the blood seep into the corpses of those who die nearby and animate them as grave risen.
Lich: A lich is a mage of 11th level or higher who has used necromancy to transform himself into a terrible form of undead.
Termaxian Mummy: The Termaxian mummy is a rare form of undead created by the cult of Turms Termax in order to punish a member who betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers.
Undead Ooze: ?
Zombie Brute: Zombie brutes are large, hulking undead creatures reanimated through dark magical rituals.
Zombie Juju: ?
Zombie Lord: To date only one zombie lord is known to exist,
but other creatures that die with unfulfilled obligations
or duties might, if slain in environments
rich with ambient azoth, rise in a similar manner.
Skeleton: Creatures that die while engulfed by the undead ooze can be re-animated as skeletons under its control one round later.
Arrows of Indra
Arrows of Indra
Ghost Aleya: This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living.
Ghost Bhuta: These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.
Living Dead: The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unful+lled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.
At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.
Living Dead Preta: The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.
Living Dead Skeleton: The lowest form of the living dead, these creatures are
the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).
Living Dead Vetala: Anyone slain by a Vetala will become a Vetala.
Ghost Bhuta: These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.
Living Dead: The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unful+lled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.
At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.
Living Dead Preta: The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.
Living Dead Skeleton: The lowest form of the living dead, these creatures are
the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).
Living Dead Vetala: Anyone slain by a Vetala will become a Vetala.
Astonishing Swordsmen & Sorcerers of Hyperborea
Astonishing Swordsmen & Sorcerers of Hyperborea
Ghast: Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell, 12th caster level.
Ghost: Cursed with undeath.
Banshee Benevolent: ?
Banshee Malevolent:
Ghoul: Slain victims of ghouls later become ghouls.
Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell.
Ghoul Lacedon: ?
Lich: A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities.
Mummy: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent.
Shadow: Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures.
Skeleton: Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids.
Animate Dead spell.
Dance Macabre spell.
Skeleton Large: Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs.
Animate Dead spell.
Skeleton Giant: Giant skeletons are the animated forms of fomorians and other giant species.
Animate Dead spell.
Skeleton Animal: These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer.
Skeleton Animal Small: Animate Carrion spell.
Skeleton Animal Medium: Animate Carrion II spell.
Skeleton Animal Large: Animate Carrion III spell.
Spectre: If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him.
Vampire: Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest.
Wight: This dreadful creature is formed when a negative energy spirit inhabits a cadaver.
Wraith: A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.
Zombie: These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.
A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.
Animate Dead spell.
Dance Macabre spell.
Skeleton Servant: Skeleton Servant spell.
Animate Carrion
Level: nec 1; Range: 10 feet; Duration: permanent
Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0.
Animate Carrion II
Level: nec 3; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1.
Animate Carrion III
Level: nec 5; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2.
Animate Dead
Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent
From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men).
Animate Dead II
Level: nec 6; Range: 10 feet; Duration: permanent
From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance.
Danse Macabre
Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level
The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead).
Skeleton Servant
Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour)
This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.
Ghast: Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell, 12th caster level.
Ghost: Cursed with undeath.
Banshee Benevolent: ?
Banshee Malevolent:
Ghoul: Slain victims of ghouls later become ghouls.
Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell.
Ghoul Lacedon: ?
Lich: A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities.
Mummy: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent.
Shadow: Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures.
Skeleton: Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids.
Animate Dead spell.
Dance Macabre spell.
Skeleton Large: Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs.
Animate Dead spell.
Skeleton Giant: Giant skeletons are the animated forms of fomorians and other giant species.
Animate Dead spell.
Skeleton Animal: These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer.
Skeleton Animal Small: Animate Carrion spell.
Skeleton Animal Medium: Animate Carrion II spell.
Skeleton Animal Large: Animate Carrion III spell.
Spectre: If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him.
Vampire: Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest.
Wight: This dreadful creature is formed when a negative energy spirit inhabits a cadaver.
Wraith: A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.
Zombie: These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.
A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.
Animate Dead spell.
Dance Macabre spell.
Skeleton Servant: Skeleton Servant spell.
Animate Carrion
Level: nec 1; Range: 10 feet; Duration: permanent
Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0.
Animate Carrion II
Level: nec 3; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1.
Animate Carrion III
Level: nec 5; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2.
Animate Dead
Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent
From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men).
Animate Dead II
Level: nec 6; Range: 10 feet; Duration: permanent
From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance.
Danse Macabre
Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level
The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead).
Skeleton Servant
Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour)
This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.
Basic Fantasy
Basic Fantasy
The Basic Fantasy Field Guide of Creatures Malevolent and Benign
AA1 Adventure Anthology One
BF1 Morgansfort
Necromancers
Ghast: Humanoids bitten by ghasts may be infected with ghoul fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of a ghast's ghoul fever rises as a ghast at the next midnight.
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Mummy: Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator.
Animate Dead spell.
Spectre: ?
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). Vampires spawned in this way are under the permanent control of the vampire who created them.
Wight: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Wraith: ?
Zombie: Animate Dead spell.
Animate Dead Range: touch
Cleric 4, Magic-User 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.
An afflicted humanoid who dies of a ghast's ghoul fever rises as a ghast at the next midnight.
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Mummy: Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator.
Animate Dead spell.
Spectre: ?
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). Vampires spawned in this way are under the permanent control of the vampire who created them.
Wight: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Wraith: ?
Zombie: Animate Dead spell.
Animate Dead Range: touch
Cleric 4, Magic-User 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.
The Basic Fantasy Field Guide of Creatures Malevolent and Benign
Allip: An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Banshee: Banshees are to the fey what ghosts, wraiths, and spectres are to humans.
Blade Spirit: Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles.
Greater Blade Spirit: ?
Bone Horror: Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master.
Greater Bone Horror: ?
Cadaver: The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time.
Giant Ghoul Cockroach: Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh.
Crypt Dweller: Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled.
Death Dragon: Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals.
Draugr: Draugr are the undead remains of ancient kings, generally found only in their ancient crypts.
Headless Horseman: ?
Heucova: Heucova are clerics who have been cursed to undeath for their faithlessness.
Zombie: Those struck by the
heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death.
Lich: A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar heinous villains.
Necrotic Ooze: The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze.
Odeum: They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts.
Plague Hound: Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts.
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound.
Ghoul: The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul.
Rot Vulture: ?
Skeleton Leaded: Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher.
Skelton Crimson Bones: Crimson Bones are a special type of undead created through a combination of alchemy and necromancy.
Haunted Bones: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits.
Skeleton Pitch: ?
Vampire Spawn: Vampire Spawn are undead creatures that are created when Vampires slay mortals.
Zombie Flesh Eater: Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising.
Zombie Leper: Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight.
Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item.
Zombraire: ?
Skeletaire: A Skeletaire is the final form of a zombraire which has rotted away completely.
Banshee: Banshees are to the fey what ghosts, wraiths, and spectres are to humans.
Blade Spirit: Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles.
Greater Blade Spirit: ?
Bone Horror: Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master.
Greater Bone Horror: ?
Cadaver: The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time.
Giant Ghoul Cockroach: Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh.
Crypt Dweller: Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled.
Death Dragon: Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals.
Draugr: Draugr are the undead remains of ancient kings, generally found only in their ancient crypts.
Headless Horseman: ?
Heucova: Heucova are clerics who have been cursed to undeath for their faithlessness.
Zombie: Those struck by the
heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death.
Lich: A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar heinous villains.
Necrotic Ooze: The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze.
Odeum: They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts.
Plague Hound: Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts.
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound.
Ghoul: The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul.
Rot Vulture: ?
Skeleton Leaded: Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher.
Skelton Crimson Bones: Crimson Bones are a special type of undead created through a combination of alchemy and necromancy.
Haunted Bones: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits.
Skeleton Pitch: ?
Vampire Spawn: Vampire Spawn are undead creatures that are created when Vampires slay mortals.
Zombie Flesh Eater: Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising.
Zombie Leper: Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight.
Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item.
Zombraire: ?
Skeletaire: A Skeletaire is the final form of a zombraire which has rotted away completely.
AA1 Adventure Anthology One
Insect Zombie: Animate Vermin spell.
Animate Vermin Range: touch
Cleric 1, Magic-User 1 Duration: special This spell turns bodies of dead insects into insect zombies that follow the caster’s spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. The animated vermin have 1 hit dice. An animated vermin can be created only from a mostly intact insect. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.
Animate Vermin Range: touch
Cleric 1, Magic-User 1 Duration: special This spell turns bodies of dead insects into insect zombies that follow the caster’s spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. The animated vermin have 1 hit dice. An animated vermin can be created only from a mostly intact insect. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.
BF1 Morgansfort
Starisel Zelinth, Zombie Necromancer: Deep inside the dungeon is the Altar of Darkness, a powerful evil magic item. A frustrated low-level necromancer named Starisel Zelinth learned of the Altar, and traveled to the caverns to obtain it.
The Altar has the power to animate the dead as zombies. Unfortunately for Starisel, the Altar is too large to move, so he has had to learn about its powers “on location.”
Starisel was a sickly individual, and staying in the cold, damp dungeon and handling the dead made his condition progressively worse. He finally convinced himself that the Altar could make him a lich (a powerful undead wizard) if he poisoned himself while lying on it.
For several days he gave himself small doses of arsenic, until he felt quite sick. Then he laid down on the Altar and drank a large dose of the same poison mixed with a narcotic, and soon he died. The Altar did its work, animating him as a zombie; but as he was also the person controlling the Altar, he was animated in a self-willed form.
The Altar has the power to animate the dead as zombies. Unfortunately for Starisel, the Altar is too large to move, so he has had to learn about its powers “on location.”
Starisel was a sickly individual, and staying in the cold, damp dungeon and handling the dead made his condition progressively worse. He finally convinced himself that the Altar could make him a lich (a powerful undead wizard) if he poisoned himself while lying on it.
For several days he gave himself small doses of arsenic, until he felt quite sick. Then he laid down on the Altar and drank a large dose of the same poison mixed with a narcotic, and soon he died. The Altar did its work, animating him as a zombie; but as he was also the person controlling the Altar, he was animated in a self-willed form.
Necromancers
Skeleton: Animate Dead spell.
Corpse Servant spell.
Zombie: Animate Dead spell.
Corpse Servant spell.
Headless Horseman: Call Horseman spell.
Ghoul: Ghoulish Hands spell.
Undead spell.
Mummy: Mummify spell.
Ghast: Undead spell.
Spectre: Undead spell.
Vampire: Undead spell.
Wight: Undead spell.
Wraith: Undead spell.
Ghost: Undead spell.
Animate Dead Range: touch
Necromancer 4 Duration: special
Virtually identical to the Cleric or standard Magic-User version, this spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The Necromancer may animate a number of hit dice of undead equal to three times his or her caster level, and no more (other casters can only animate twice their level in hit dice). Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Normally, no character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast, but for the Necromancer the limit is 6 times his or her level.
Call Horseman Range: 20'
Necromancer 7 Duration: special
This spell calls forth a Headless Horseman which is subsequently given a task to accomplish such as the slaying of one individual. The skull of an appropriately leveled warrior (of the mounted variety) is required to complete the summoning. The maximum level of the summoned Headless Horseman is equal to the caster's level or the actual level of the horseman at the time of his death (whichever is lowest). Thus the aspiring summoner usually works to get the most powerful warrior available, often by arranging the death of the warrior.
Each Horseman is an individual and usually appears in knightly garb similar to that they wore in life only darker and more grim (albeit all non-magical). Of course, as their name indicates, they are headless, but may appear with jack-o-lanterns in lieu of their actual head, ghost-like vestiges, vacant helmets and hoods, or other variations on this theme. The mount of the horseman is always summoned alongside its master. See the Headless Horseman monster entry for additional details and statistics.
The summoner must have possession of the actual skull of the Horseman in order to maintain control over him. If possession of the skull is lost, the horseman will attempt to gain possession of the skull with all the same fervor of his appointed task. If successful, the Horseman may become free-willed or simply vanish (GM's discretion). The spell can only be cast during the night (even if summoned underground), and the Horseman (and mount) remains until the task is complete or the sun rises. The spell must be recast the following night if the task was left unfinished or the Horseman is slain while on task.
The GM might allow other classes access to this spell. The spell remains seventh level, but the maximum level of the horseman is half the level of the caster (instead of equal to the Necromancer's level).
Corpse Servant Range: touch
Necromancer 1 Duration: one hour/level
This spell allows the caster temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the Animate Dead spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demihumans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.
Ghoulish Hands Range: touch or self
Necromancer 2 Duration: one round/level
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two clawing attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must Save vs. Paralysis or be paralyzed for 2d8 turns (elves immune), exactly like the attacks of a ghoul.
Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like would only waste the spell and they would not receive the effects. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with Ghoul Fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.
Mummify Range: touch
Necromancer 5 Duration: permanent
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see monster entry). Mummies do not count against the normal limits of controllable undead (per Animate Dead spell), but the caster can maintain control over as many Hit Dice of Mummies as his own level.
Mummies do not travel well, being slow and quickly wear down taking damage on long journeys. They make better guardians for the animator's lair. Preparations for mummification cost 100gp per hit die (500gp per Mummy). A separate casting of the spell is necessary for each Mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the costs associated with preparation increase dramatically to 5000gp per Hit Die of the final product. More powerful mummies, such as those with intact class-based powers, are generally created through the use of the Undeath spell.
Mummification is generally in the realm of the Necromancer, but occasionally Clerics of certain cults might have access as well.
Undeath Range: touch
Necromancer 6 Duration: instantaneous
As a vile necromantic alternative to the reincarnation spell, this spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. magic to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return.
Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (ms) indicate creatures from the Monster Supplement. If that supplement is not available or another result seems more appropriate then the GM may alter the result accordingly.
d% Undead Form
01-25 Ghoul
26–40 Ghast (ms)
41-50 Mummy
51-55 Spectre
56-60 Vampire
61-75 Wight
81-90 Wraith
85-90 Ghost (ms)
91-00 Other (GM's choice)
Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly 'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead.
The newly undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be rerolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly risen form excepting any obviously contradicting situations. For instance, climbing is probably of little importance to a ghost-like form. The spell can thus create generally superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and they do not have this penalty. For other types of undead not listed here the GM may assign relevant behaviors that must be followed.
Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether a being rises from the use of this spell. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an npc under the control of the GM unless he has made special accommodations to allow for undead player characters.
Note: this spell is intended only for Necromancers, as the other spell casting classes have access to similar types of spell (reincarnation and raise dead).
Corpse Servant spell.
Zombie: Animate Dead spell.
Corpse Servant spell.
Headless Horseman: Call Horseman spell.
Ghoul: Ghoulish Hands spell.
Undead spell.
Mummy: Mummify spell.
Ghast: Undead spell.
Spectre: Undead spell.
Vampire: Undead spell.
Wight: Undead spell.
Wraith: Undead spell.
Ghost: Undead spell.
Animate Dead Range: touch
Necromancer 4 Duration: special
Virtually identical to the Cleric or standard Magic-User version, this spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The Necromancer may animate a number of hit dice of undead equal to three times his or her caster level, and no more (other casters can only animate twice their level in hit dice). Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Normally, no character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast, but for the Necromancer the limit is 6 times his or her level.
Call Horseman Range: 20'
Necromancer 7 Duration: special
This spell calls forth a Headless Horseman which is subsequently given a task to accomplish such as the slaying of one individual. The skull of an appropriately leveled warrior (of the mounted variety) is required to complete the summoning. The maximum level of the summoned Headless Horseman is equal to the caster's level or the actual level of the horseman at the time of his death (whichever is lowest). Thus the aspiring summoner usually works to get the most powerful warrior available, often by arranging the death of the warrior.
Each Horseman is an individual and usually appears in knightly garb similar to that they wore in life only darker and more grim (albeit all non-magical). Of course, as their name indicates, they are headless, but may appear with jack-o-lanterns in lieu of their actual head, ghost-like vestiges, vacant helmets and hoods, or other variations on this theme. The mount of the horseman is always summoned alongside its master. See the Headless Horseman monster entry for additional details and statistics.
The summoner must have possession of the actual skull of the Horseman in order to maintain control over him. If possession of the skull is lost, the horseman will attempt to gain possession of the skull with all the same fervor of his appointed task. If successful, the Horseman may become free-willed or simply vanish (GM's discretion). The spell can only be cast during the night (even if summoned underground), and the Horseman (and mount) remains until the task is complete or the sun rises. The spell must be recast the following night if the task was left unfinished or the Horseman is slain while on task.
The GM might allow other classes access to this spell. The spell remains seventh level, but the maximum level of the horseman is half the level of the caster (instead of equal to the Necromancer's level).
Corpse Servant Range: touch
Necromancer 1 Duration: one hour/level
This spell allows the caster temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the Animate Dead spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demihumans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.
Ghoulish Hands Range: touch or self
Necromancer 2 Duration: one round/level
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two clawing attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must Save vs. Paralysis or be paralyzed for 2d8 turns (elves immune), exactly like the attacks of a ghoul.
Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like would only waste the spell and they would not receive the effects. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with Ghoul Fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.
Mummify Range: touch
Necromancer 5 Duration: permanent
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see monster entry). Mummies do not count against the normal limits of controllable undead (per Animate Dead spell), but the caster can maintain control over as many Hit Dice of Mummies as his own level.
Mummies do not travel well, being slow and quickly wear down taking damage on long journeys. They make better guardians for the animator's lair. Preparations for mummification cost 100gp per hit die (500gp per Mummy). A separate casting of the spell is necessary for each Mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the costs associated with preparation increase dramatically to 5000gp per Hit Die of the final product. More powerful mummies, such as those with intact class-based powers, are generally created through the use of the Undeath spell.
Mummification is generally in the realm of the Necromancer, but occasionally Clerics of certain cults might have access as well.
Undeath Range: touch
Necromancer 6 Duration: instantaneous
As a vile necromantic alternative to the reincarnation spell, this spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. magic to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return.
Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (ms) indicate creatures from the Monster Supplement. If that supplement is not available or another result seems more appropriate then the GM may alter the result accordingly.
d% Undead Form
01-25 Ghoul
26–40 Ghast (ms)
41-50 Mummy
51-55 Spectre
56-60 Vampire
61-75 Wight
81-90 Wraith
85-90 Ghost (ms)
91-00 Other (GM's choice)
Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly 'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead.
The newly undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be rerolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly risen form excepting any obviously contradicting situations. For instance, climbing is probably of little importance to a ghost-like form. The spell can thus create generally superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and they do not have this penalty. For other types of undead not listed here the GM may assign relevant behaviors that must be followed.
Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether a being rises from the use of this spell. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an npc under the control of the GM unless he has made special accommodations to allow for undead player characters.
Note: this spell is intended only for Necromancers, as the other spell casting classes have access to similar types of spell (reincarnation and raise dead).
Beyond the Wall
Beyond the Wall
Banshee: ?
Creature of Fear and Flame: ?
Ghoul: Undead flesh-eaters, ghouls are brought back from the dead by a ghoul fever, which reanimates corpses, filling them with a hunger for the flesh of the living if they can get it, and the flesh of the dead if they must. Ghouls are found in either the halls of the dead, or the lair of a necromancer. Their touch is a great peril, and if their opponent dies from his wounds, he will return as a ghoul himself.
Lich Lord: Once a mighty wizard with a true heart, fear of death drove this ancient creature to seek out dangerous, forbidden magic and twist his own form and soul into a mockery of the living.
Phantom: A phantom is a minor ghost, the spirit of someone who was not ready to depart our world.
Skeleton: Long dead corpses brought to a simulacrum of life by dark magic, skeletons are mindless automata which follow the commands of a necromancer.
Someone in the village has turned to necromancy and committed a grave sin. The village graveyard has been defiled, and the characters’ ancestors now walk as wicked skeletons.
Raise Undead Horde ritual.
Sluagh: ?
Spectre: They are often those who were wrongfully murdered.
Vampire: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wight: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wraith: ?
Zombie: These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors.
Raise Undead Horde ritual.
Level 8 Ritual
Raise Undead Horde (Intelligence)
Range: Near
Duration: Permanent
Save: no
The mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into appropriate undead creatures, either skeletons or zombies. These creatures are assumed to be under the control of the caster so long as they are animated in this way.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!
Creature of Fear and Flame: ?
Ghoul: Undead flesh-eaters, ghouls are brought back from the dead by a ghoul fever, which reanimates corpses, filling them with a hunger for the flesh of the living if they can get it, and the flesh of the dead if they must. Ghouls are found in either the halls of the dead, or the lair of a necromancer. Their touch is a great peril, and if their opponent dies from his wounds, he will return as a ghoul himself.
Lich Lord: Once a mighty wizard with a true heart, fear of death drove this ancient creature to seek out dangerous, forbidden magic and twist his own form and soul into a mockery of the living.
Phantom: A phantom is a minor ghost, the spirit of someone who was not ready to depart our world.
Skeleton: Long dead corpses brought to a simulacrum of life by dark magic, skeletons are mindless automata which follow the commands of a necromancer.
Someone in the village has turned to necromancy and committed a grave sin. The village graveyard has been defiled, and the characters’ ancestors now walk as wicked skeletons.
Raise Undead Horde ritual.
Sluagh: ?
Spectre: They are often those who were wrongfully murdered.
Vampire: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wight: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wraith: ?
Zombie: These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors.
Raise Undead Horde ritual.
Level 8 Ritual
Raise Undead Horde (Intelligence)
Range: Near
Duration: Permanent
Save: no
The mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into appropriate undead creatures, either skeletons or zombies. These creatures are assumed to be under the control of the caster so long as they are animated in this way.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!
The Black Hack
The Black Hack
Bladimir Bartholomew's Binder of Bestial Beasties
Sharp Swords & Sinister Spells
The Basic Hack
The Beast Hack
The Beast Hack 2: Monster Madness
The Beast Hack 3
The Quack Hack
The Zero Edition Hack
Ghoul: ?
Wight: ?
Mummy: ?
Banshee: ?
Spectre: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Animate Dead : Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.
Wight: ?
Mummy: ?
Banshee: ?
Spectre: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Animate Dead : Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.
Bladimir Bartholomew's Binder of Bestial Beasties
Dark Walker: Dark Walkers are men who have been turned undead by sorcerous means.
Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards.
Doom Singers: Undead Fairies.
Naught: Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair.
Zuvvembi: Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.
Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards.
Doom Singers: Undead Fairies.
Naught: Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair.
Zuvvembi: Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.
Sharp Swords & Sinister Spells
Fire Skeleton: ?
Rotting Zombie: ?
Rotting Zombie: ?
The Basic Hack
Ghoul: ?
Skeleton: ?
Zombie: ?
Skeleton: ?
Zombie: ?
The Beast Hack
Death Knight: Some who are well on their way to become a Lich take on the role of Death Knights.
Demilon: Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered.
Hollow Reaper: Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life.
Lich: ?
Skeleton: ?
Tomb Guardian: A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power.
Unmade: Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence.
Vampire: ?
Vampire Spawn: When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses.
Weeping Queen: A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes.
Zombie: ?
Demilon: Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered.
Hollow Reaper: Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life.
Lich: ?
Skeleton: ?
Tomb Guardian: A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power.
Unmade: Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence.
Vampire: ?
Vampire Spawn: When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses.
Weeping Queen: A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes.
Zombie: ?
The Beast Hack 2: Monster Madness
Dracolich: A dragon raised from the dead, Dracoliches are horrible monsters given new life.
Wraith: Any creature killed by a Wraith turns into one in 1d6 minutes.
Wraith: Any creature killed by a Wraith turns into one in 1d6 minutes.
The Beast Hack 3
Creeping Hand Swarm: ?
Drowned Soldier: These skeletal creatures are the remnants of sailors who have drowned.
Floating Weapon: These possessed swords contain the spirit of a long-dead warrior.
Ghost: The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved.
Skeletal Champion: Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions.
Vampire Lord: ?
Zombie Lord: ?
Vampire: When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.
Drowned Soldier: These skeletal creatures are the remnants of sailors who have drowned.
Floating Weapon: These possessed swords contain the spirit of a long-dead warrior.
Ghost: The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved.
Skeletal Champion: Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions.
Vampire Lord: ?
Zombie Lord: ?
Vampire: When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.
The Quack Hack
Count Dukula: ?
Ghost Duck: ?
Waddling Dead: ?
Ghost Duck: ?
Waddling Dead: ?
The Zero Edition Hack
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Banshee: ?
Vampire: Human killed by vampire becomes a vampire under master's control.
Spectre: A person killed by a spectre will become a spectre in 1d6 turns.
Lich: ?
Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Banshee: ?
Vampire: Human killed by vampire becomes a vampire under master's control.
Spectre: A person killed by a spectre will become a spectre in 1d6 turns.
Lich: ?
Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.
Blood & Treasure
Blood & Treasure 2nd Edtion Monsters
Blood & Treasure Complete
Undead: The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the undead remains of people driven to suicide by madness.
Bodak: Bodaks are the remnants of humanoids that died in the netherworld.
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror.
Crawling Claw: Crawling claws are animated hands created by ancient rituals.
Devourer: ?
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: ?
Lacedon: ?
Groaning Spirit, Banshee: The groaning spirit, or banshee, is the vengeful spirit of a female elf.
Lich: A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life.
Lich Demi: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Mohrg: Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes.
Mummy: Mummies are corpses animated through the auspices of dark desert gods best forgotten.
Mummy Jade: They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life.
Nightshade: ?
Nightwalker: ?
Nightwing: ?
Shadow: A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Skeleton Warrior: The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: Zombies are corpses reanimated with black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Spectral Dragon: ?
Allip: Allips are the undead remains of people driven to suicide by madness.
Bodak: Bodaks are the remnants of humanoids that died in the netherworld.
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror.
Crawling Claw: Crawling claws are animated hands created by ancient rituals.
Devourer: ?
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: ?
Lacedon: ?
Groaning Spirit, Banshee: The groaning spirit, or banshee, is the vengeful spirit of a female elf.
Lich: A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life.
Lich Demi: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Mohrg: Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes.
Mummy: Mummies are corpses animated through the auspices of dark desert gods best forgotten.
Mummy Jade: They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life.
Nightshade: ?
Nightwalker: ?
Nightwing: ?
Shadow: A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Skeleton Warrior: The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: Zombies are corpses reanimated with black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Spectral Dragon: ?
Blood & Treasure Complete
Undead: The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the spectral remains of people driven to suicide by madness.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Devourer: Create Greater Undead spell, 20th caster level or higher.
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Create Undead spell, 12th to 14th caster level.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: Create Undead spell, 11th or lower caster level.
Groaning Spirit Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead spell, 20th caster level or higher.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Create Undead spell, 18th to 19th caster level.
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Shadows are the animated souls of wicked people.
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.
Create Greater Undead spell, 15th or lower caster level.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Almost any creature can be turned into a “skeleton”.
Animate Dead spell.
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th 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.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell, 18th to 19th caster level.
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead spell, 16th to 17th caster level.
Zombie: Zombies are corpses reanimated through black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Almost any flesh and blood creature can be turned into a “zombie”.
Animate Dead spell.
ANIMATE DEAD
Level: Cleric 3 (Chaotic), Magic‐User 4
Range: Touch
Duration: Instantaneous
This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.
CREATE UNDEAD
Level: Cleric 6 (Chaotic), Magic‐User 6
Range: Close (30 ft.)
Duration: Instantaneous
Material Components: See text
A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
11th or lower Ghoul
12th–14th Ghast
18th–19th Mummy
20th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
CREATE GREATER UNDEAD
Level: Cleric 8 (Chaotic), Magic‐User 8
Range: Close (30 ft.)
Duration: Instantaneous
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Allip: Allips are the spectral remains of people driven to suicide by madness.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Devourer: Create Greater Undead spell, 20th caster level or higher.
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Create Undead spell, 12th to 14th caster level.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: Create Undead spell, 11th or lower caster level.
Groaning Spirit Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead spell, 20th caster level or higher.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Create Undead spell, 18th to 19th caster level.
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Shadows are the animated souls of wicked people.
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.
Create Greater Undead spell, 15th or lower caster level.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Almost any creature can be turned into a “skeleton”.
Animate Dead spell.
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th 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.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell, 18th to 19th caster level.
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead spell, 16th to 17th caster level.
Zombie: Zombies are corpses reanimated through black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Almost any flesh and blood creature can be turned into a “zombie”.
Animate Dead spell.
ANIMATE DEAD
Level: Cleric 3 (Chaotic), Magic‐User 4
Range: Touch
Duration: Instantaneous
This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.
CREATE UNDEAD
Level: Cleric 6 (Chaotic), Magic‐User 6
Range: Close (30 ft.)
Duration: Instantaneous
Material Components: See text
A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
11th or lower Ghoul
12th–14th Ghast
18th–19th Mummy
20th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
CREATE GREATER UNDEAD
Level: Cleric 8 (Chaotic), Magic‐User 8
Range: Close (30 ft.)
Duration: Instantaneous
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Castles and Crusades
Monsters & Treasures 4th Printing
Monsters and Treasures 3rd Printing
Monsters & Treasures 2nd Printing
Classic Monsters & Treasures 2nd Printing
Classic Monsters
Monsters and Treasures of Aihrde
Of Gods & Monsters
Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul
Players Handbook 6th Printing
Player's Handbook 4th printing
Player's Handbook 3rd Printing
Black Libram of Naratus
Tome of the Unclean
Castle Keeper's Guide to the Haunted Highlands
Players Guide to the Haunted Highlands
Codex Celtarum
Codex Classicum
Codex Germania
Codex Nordica
Codex Slavorum
Umbrage Saga
A6 Of Banishment and Blight
A8 Forsaken Mountain
A9 The Helm of Night
A10 The Last Respite
Beneath the Dome
C2 Shades of Mist
C3 Upon the Powder River
C4 Harvest of Oaths
C5 Falls the Divide
DA1 Dark Journey
DB1 Haunted Highlands
DB2 Crater of Umeshti
DB3 Deeper Darkness
Giant's Rapture
Heart of Glass
I2 Under Dark & Misty Ground Dzeebagd
Lost City of Gaxmoor
Nine Worlds Saga Volume I Hel Rising
Nine Worlds Saga Volume II Odin's Fury
S2 Dwarven Glory
S3 Malady of Kings
S4 A Lion in the Ropes
Stains Upon the Green
U1 Shadows of Halfling Hall
U2 Verdant Rage
U3 Fingers of the Forsaken Hand
U4 Curse of the Khan
Free City of Eskadia
Haunted Highlands Deities
Amazing Adventures Manual of Monsters
Abbernoth Campaign Setting
Critters Vol. 1
Critters Vol. 2
Critters Vol. 3
Domesday Volume 1 Issue 3
Domesday Volume 2 Issue 4
Domesday 7
Domesday 8
Domesday 9
Ilshara Gazetteer
Phantom Train
The Keeper Issue 1
The Keepers of Lingusia
Vampires of the Olden Lands
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are forme when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are forme when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Monsters and Treasures 3rd Printing
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Classic Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of animate dead are raised
as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.
Demilich: Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: They are always female, but can appear of any age.
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).
Hand of Glory: ?
Animal Skeleton: Animal carcasses that are the target of animate dead are raised
as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.
Demilich: Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: They are always female, but can appear of any age.
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).
Hand of Glory: ?
Classic Monsters
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists
Demilich: Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constituion, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).
Animal Skeleton: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists
Demilich: Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constituion, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).
Monsters and Treasures of Aihrde
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it.
Soul Thief: These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it.
Soul Thief: These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Of Gods & Monsters
Undead: Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it.
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living
Shadow Rat: When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last.
With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it.
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living
Shadow Rat: When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last.
With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.
Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul
Tharghul: Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master.
Ghast: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Ghoul: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Ghast: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Ghoul: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Players Handbook 6th Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.
Player's Handbook 4th printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
Player's Handbook 3rd Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again.
Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.
ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again.
Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.
CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
Black Libram of Naratus
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
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.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
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.
Crypt Guardian: ?
Demilich: A demilich is an advanced lich of great power. When the animating 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.
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.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
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. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone.
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.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
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.
Skeleton Pull spell.
Vampire: Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul 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.
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.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used.
SKELETON PULL, Level 6 Necromancer
CT, 1 action R, 30 ft. D, instantaneous
SV, wisdom negates SR, Yes Comp (V, S, M)
A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
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.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
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.
Crypt Guardian: ?
Demilich: A demilich is an advanced lich of great power. When the animating 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.
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.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
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. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone.
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.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
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.
Skeleton Pull spell.
Vampire: Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul 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.
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.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used.
SKELETON PULL, Level 6 Necromancer
CT, 1 action R, 30 ft. D, instantaneous
SV, wisdom negates SR, Yes Comp (V, S, M)
A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.
Tome of the Unclean
Devil Discarnate: The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Genitch Beetle: These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Zombie: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Shadow: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wight: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wraith: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Genitch Beetle: These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Zombie: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Shadow: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wight: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wraith: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Castle Keeper's Guide to the Haunted Highlands
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Blood Wight: Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
f 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.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
Cinder Ghoul: 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 they died.
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.
Crypt Guardian: ?
Eldritch Head: These disembodied heads are the craftsmanship of fell necromancers.
Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.
Demilich: A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
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.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Fye: Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
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 demi-humans 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. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Grave Risen: Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.
These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.
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 un-life and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Soul Reaper: ?
Spectral Hero: Spectral Heroes are the undead spirits of heroes who served well their deity in life.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Zombie Hulk: Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.
Zombie Plague: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.
Urthrasta The Greater Mummy: ?
Skeletal Cat: ?
Zombie Bat: ?
Orc Zombie: Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.
Lluvandro the Black: ?
Y'Bras the Drinker Grave Knight Vampire: ?
Lucarne the Wight Knight: ?
Jelaquin: ?
Nulsrad the Mummy: ?
Grave Lords Vampire: ?
Grave Lords Pleasure Slave: ?
Ron Riccio Human Vampire Fighter 10: ?
Miss Charity Lady of Thirst: ?
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul 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.
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.
Zombie: A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.
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.
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Rune of Undeath victim with more than 10 HD.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Rune of Undeath victim with less than 5 HD.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.
Vampire: Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghoul: This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.
As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.
Ghast: ?
Wight: This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.
Wraith: Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.
Rune of Undeath victim with more than 5 HD.
The wraiths were dwarves killed in the great quake.
Ghost: While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Blood Wight: Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
f 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.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
Cinder Ghoul: 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 they died.
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.
Crypt Guardian: ?
Eldritch Head: These disembodied heads are the craftsmanship of fell necromancers.
Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.
Demilich: A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
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.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Fye: Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
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 demi-humans 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. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Grave Risen: Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.
These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.
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 un-life and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Soul Reaper: ?
Spectral Hero: Spectral Heroes are the undead spirits of heroes who served well their deity in life.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Zombie Hulk: Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.
Zombie Plague: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.
Urthrasta The Greater Mummy: ?
Skeletal Cat: ?
Zombie Bat: ?
Orc Zombie: Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.
Lluvandro the Black: ?
Y'Bras the Drinker Grave Knight Vampire: ?
Lucarne the Wight Knight: ?
Jelaquin: ?
Nulsrad the Mummy: ?
Grave Lords Vampire: ?
Grave Lords Pleasure Slave: ?
Ron Riccio Human Vampire Fighter 10: ?
Miss Charity Lady of Thirst: ?
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul 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.
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.
Zombie: A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.
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.
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Rune of Undeath victim with more than 10 HD.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Rune of Undeath victim with less than 5 HD.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.
Vampire: Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghoul: This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.
As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.
Ghast: ?
Wight: This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.
Wraith: Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.
Rune of Undeath victim with more than 5 HD.
The wraiths were dwarves killed in the great quake.
Ghost: While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Players Guide to the Haunted Highlands
Ghoul: Rise as the Undead spell.
Ghast: Rise as the Undead spell.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Rise as the Undead spell.
Skeleton: Skeleton Pull spell.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
RISE AS THE UNDEAD, Level 5 necromancer
CT 1 action R 50 feet+10 feet/level D permanent
SV wisdom negates SR yes Comp V, S, M
This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie.
SKELETON PULL, Level 6 necromancer
CT 1 action R 30 feet D instantaneous
SV see text SR yes Comp V, S, M
A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer.
The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.
Ghast: Rise as the Undead spell.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Rise as the Undead spell.
Skeleton: Skeleton Pull spell.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
RISE AS THE UNDEAD, Level 5 necromancer
CT 1 action R 50 feet+10 feet/level D permanent
SV wisdom negates SR yes Comp V, S, M
This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie.
SKELETON PULL, Level 6 necromancer
CT 1 action R 30 feet D instantaneous
SV see text SR yes Comp V, S, M
A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer.
The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.
Codex Celtarum
Gan Ceannan: They are the tortured spirits of dead horsemen who seek the souls of the weak or dying.
Gallytrot: ?
Gallytrot: ?
Codex Classicum
Empusai: Ἔμπουσα – Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal.
Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo.
Empusa Spawn: The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn.
Mormolyceion: There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one.
The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one.
Lamia: These evil and accursed vampiric women, spawned from the original blood of Lamia herself.
Nekun: The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth.
Taraxippus: This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.
Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo.
Empusa Spawn: The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn.
Mormolyceion: There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one.
The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one.
Lamia: These evil and accursed vampiric women, spawned from the original blood of Lamia herself.
Nekun: The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth.
Taraxippus: This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.
Codex Germania
Undead: Untotenmeister Dragon Power
UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits.
As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed.
Becolaep: A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields).
Dryhtne: The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea.
Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy.
Mistflarden: Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle.
Nachzehrer: Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna.
UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits.
As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed.
Becolaep: A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields).
Dryhtne: The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea.
Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy.
Mistflarden: Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle.
Nachzehrer: Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna.
Codex Nordica
Draugr: The Draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.
Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.
Haugbui: The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter.
Irrbloss: It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance.
Skromt: How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken.
Vaettir: ?
Angrboda: Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre.
Undead: As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.
Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.
Haugbui: The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter.
Irrbloss: It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance.
Skromt: How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken.
Vaettir: ?
Angrboda: Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre.
Undead: As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.
Codex Slavorum
Jaud: Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others.
Rusalka: Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water.
Topielec: These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage.
Vampir: Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living.
Ziburinis: Humanoid skeletons are the animated remains of humanoid creatures.
Rusalka: Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water.
Topielec: These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage.
Vampir: Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living.
Ziburinis: Humanoid skeletons are the animated remains of humanoid creatures.
Umbrage Saga
Skeleton: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: ?
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: ?
A6 Of Banishment and Blight
Skeleton: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.
Zombie: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleto1n. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.
Zombie: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleto1n. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.
A8 Forsaken Mountain
Undead: Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.
A9 The Helm of Night
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.
The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.
A10 The Last Respite
Wraith: The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths.
Beneath the Dome
Green Zombie: ?
Green Zombie Animal: ?
Green Dragon Zombie: ?
Scarlet Zombie: ?
Green Amdromodon Zombie: When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after.
These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.
Green Zombie Animal: ?
Green Dragon Zombie: ?
Scarlet Zombie: ?
Green Amdromodon Zombie: When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after.
These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.
C2 Shades of Mist
Animated Snake: ?
C3 Upon the Powder River
Allip: The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men.
Gaunt: ?
Gaunt: ?
C4 Harvest of Oaths
Wight: If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves.
C5 Falls the Divide
Shadow: Shadows are able to create spawn by reducing a creature’s strength to zero.
DA1 Dark Journey
Skeleton: ?
Ghoul: ?
Animal Skeleton: ?
Zombie: While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell.
Ghast: ?
Shadow: ?
Ghoul: ?
Animal Skeleton: ?
Zombie: While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell.
Ghast: ?
Shadow: ?
DB1 Haunted Highlands
Undead: Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again.
Ghoul: ?
Ghast: ?
Skeleton: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
Urthrasta the Mummy: ?
Wight: The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
Zombie: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.
Ghoul: ?
Ghast: ?
Skeleton: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
Urthrasta the Mummy: ?
Wight: The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
Zombie: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.
DB2 Crater of Umeshti
Skeletal Cat: ?
Zombie Bat: ?
Zombie: ?
Skeleton: ?
Hilde Coffer Corpse Bride of Malash: Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride.
Undead: Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
Zombie Bat: ?
Zombie: ?
Skeleton: ?
Hilde Coffer Corpse Bride of Malash: Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride.
Undead: Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
DB3 Deeper Darkness
Ghoul: ?
Shadow: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Wraith: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Spectre: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.
Shadow: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Wraith: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Spectre: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.
Giant's Rapture
Banshee: ?
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.
Heart of Glass
Soul Thief: He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive.
These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Marissa Vampire: ?
Malcom of Helliwell Vampire Grave Knight: They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good.
A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars.
Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body.
Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life.
“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead.
Vampire:But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others.
At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself.
Sagramore: Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.
These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Marissa Vampire: ?
Malcom of Helliwell Vampire Grave Knight: They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good.
A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars.
Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body.
Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life.
“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead.
Vampire:But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others.
At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself.
Sagramore: Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.
I2 Under Dark & Misty Ground Dzeebagd
Huge Skeleton: This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates.
Lost City of Gaxmoor
Ogre-Ghoul: The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Gnoll Zombie: ?
Xerxes, Vampire:
Ghoul: THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Skeleton: ?
Luscious Maximus Mageris, Lich: ?
Daedalus, Antonitus, Advanced Skeletal Warrior: Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).
Skeletal Warrior: ?
THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Gnoll Zombie: ?
Xerxes, Vampire:
Ghoul: THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Skeleton: ?
Luscious Maximus Mageris, Lich: ?
Daedalus, Antonitus, Advanced Skeletal Warrior: Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).
Skeletal Warrior: ?
Nine Worlds Saga Volume I Hel Rising
Vaettur: They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom.
Haugbui: ?
Haugbui: ?
Nine Worlds Saga Volume II Odin's Fury
Irrbloss: ?
Vaettir: These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.
Vaettir: These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.
S2 Dwarven Glory
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed.
Skeleton: Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.
Skeleton: Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.
S3 Malady of Kings
Vivienne Ghost: But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless.
His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.
But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther.
A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.
His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.
But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther.
A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.
S4 A Lion in the Ropes
Orinsu: This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living.
These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature.
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.
These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature.
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.
Stains Upon the Green
Wight: However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7.
Allip: The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.
Ghost: Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.
Allip: The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.
Ghost: Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.
U1 Shadows of Halfling Hall
Halfling Ghoul: ?
Halfling Zombie: ?
Zombie Dog: Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here.
Willec the Halfling Zombie: ?
Death Grip: These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips.
The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie.
Skeleton: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Bag O' Bones: Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent.
It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
Mummy Lesser: The awakener will animate these bodies within 1-3 rounds after the party enters.
These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies.
Awakener: The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture.
Zombie: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghoul: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghast: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Mummy: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Halfling Zombie: ?
Zombie Dog: Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here.
Willec the Halfling Zombie: ?
Death Grip: These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips.
The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie.
Skeleton: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Bag O' Bones: Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent.
It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
Mummy Lesser: The awakener will animate these bodies within 1-3 rounds after the party enters.
These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies.
Awakener: The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture.
Zombie: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghoul: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghast: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Mummy: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
U2 Verdant Rage
Ghoul: These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls!
Banshee: The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Wight: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton: The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies.
However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
Gaunt: Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings.
Grave Mold: It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.
Spectre: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
Lich: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
The Liber Mortis
This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.
The book emits a mild aura of evil at a 15 foot radius. This is easily detectible by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.
The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.
Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.
Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.
The Liber Mortis’s spell abilities are:
1. Allows the user to cast the below spells as noted:
Cleave Flesh @ (4/day)
Detect Undead (3/day)
Invisibility to Undead (3/day)
Speak with Dead (3/day)
Animate/Preserve Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (1/day)
Create Greater Undead (1/week)
2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class).
3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
4. Within its pages gives detailed information on the creation of specters and liches.
Alignment
The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.
Alignment Damage Use Abilities
Lawful Good 4d4 1
Lawful Neutral 3d4 1, 2
Lawful Evil 1d4 1, 2, 3
Neutral Good 3d4 1
Neutral 2d4 1, 2
Neutral Evil 1d4 1, 2, 3
Chaotic Good 2d4 1
Chaotic Neutral 1d4 1, 2, 3
Chaotic Evil -- All
[MENTION=18269]CL[/MENTION]eave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.
Banshee: The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Wight: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton: The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies.
However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
Gaunt: Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings.
Grave Mold: It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.
Spectre: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
Lich: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
The Liber Mortis
This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.
The book emits a mild aura of evil at a 15 foot radius. This is easily detectible by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.
The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.
Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.
Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.
The Liber Mortis’s spell abilities are:
1. Allows the user to cast the below spells as noted:
Cleave Flesh @ (4/day)
Detect Undead (3/day)
Invisibility to Undead (3/day)
Speak with Dead (3/day)
Animate/Preserve Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (1/day)
Create Greater Undead (1/week)
2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class).
3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
4. Within its pages gives detailed information on the creation of specters and liches.
Alignment
The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.
Alignment Damage Use Abilities
Lawful Good 4d4 1
Lawful Neutral 3d4 1, 2
Lawful Evil 1d4 1, 2, 3
Neutral Good 3d4 1
Neutral 2d4 1, 2
Neutral Evil 1d4 1, 2, 3
Chaotic Good 2d4 1
Chaotic Neutral 1d4 1, 2, 3
Chaotic Evil -- All
[MENTION=18269]CL[/MENTION]eave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.
U3 Fingers of the Forsaken Hand
Ghast: ?
Mummy: ?
Wraith: ?
Ghoul: ?
Bodak: Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.
Mummy: ?
Wraith: ?
Ghoul: ?
Bodak: Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.
U4 Curse of the Khan
Ghoul: They are creations of Falvorn and were once vicious murderers who crossed the Khan.
Ghast: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Wight: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Skeletal Undead Hunting Dogs: ?
Bulrigi, Mummy: ?
Oyugun, Lesser Lich: His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich.
Shabekith, Mummy Lord: Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord.
Prince Tamur, Bodak: Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak.
Jarisha, Vampire: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Ghast: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Wight: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Skeletal Undead Hunting Dogs: ?
Bulrigi, Mummy: ?
Oyugun, Lesser Lich: His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich.
Shabekith, Mummy Lord: Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord.
Prince Tamur, Bodak: Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak.
Jarisha, Vampire: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Free City of Eskadia
Plague Zombie: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Zombie: ?
Bidder Bredderson's Ghost: This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again.
Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister.
Lecrutia's Spirit: Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered.
Ghoul: ?
Skeleton: ?
Spectre: ?
Dr. Orleon the Vampire: ?
Bhuta: There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life.
Wight: ?
Raj Rhukan, Ancient Mummy: ?
1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Zombie: ?
Bidder Bredderson's Ghost: This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again.
Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister.
Lecrutia's Spirit: Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered.
Ghoul: ?
Skeleton: ?
Spectre: ?
Dr. Orleon the Vampire: ?
Bhuta: There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life.
Wight: ?
Raj Rhukan, Ancient Mummy: ?
Haunted Highlands Deities
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Amazing Adventures Manual of Monsters
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By
the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
Huecuva: ?
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality.
Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive.
Revenant: Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If a Vampire is killed, all of its spawn immediately become full vampires.
Vampire Spawn: Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire.
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
This ability is not automatic, but must be consciously used.
Wight: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
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 spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By
the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
Huecuva: ?
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality.
Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive.
Revenant: Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If a Vampire is killed, all of its spawn immediately become full vampires.
Vampire Spawn: Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire.
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
This ability is not automatic, but must be consciously used.
Wight: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.
Abbernoth Campaign Setting
Shadow Lesser Abbernothian: They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Shadow Greater Abbernothian: Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it.
Worg Shadow: ?
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Shadow Greater Abbernothian: Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it.
Worg Shadow: ?
Critters Vol. 1
Ash Crawler: The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons.
Corpse Ray: The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living.
Dread Knight: The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers.
Dust Wraith: Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith.
Gossamer Haunt: It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place.
Husk: The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die.
Zombie: Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it.
Zombie Knight: The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity.
Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.
Corpse Ray: The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living.
Dread Knight: The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers.
Dust Wraith: Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith.
Gossamer Haunt: It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place.
Husk: The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die.
Zombie: Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it.
Zombie Knight: The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity.
Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.
Critters Vol. 2
Ban Yeoja, Half Woman: ?
Crypt Creeper: A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.
Crypt Creeper: A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.
Critters Vol. 3
Devouring Soul: ?
Skeletal Dragon: Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents.
Skeletal Dragon: Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents.
Domesday Volume 1 Issue 3
Hor Shaol: Hor Shaol are the undead knights of a usually demonic power.
Blldia: This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death.
Undead: The Hor Shaol can create any type of undead except other Hor Shoal.
Wraith: When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.
Blldia: This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death.
Undead: The Hor Shaol can create any type of undead except other Hor Shoal.
Wraith: When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.
Domesday Volume 2 Issue 4
Burning Corpse: The burning corpse is an undead creature cursed by the svery hellfires that spawned it.
Burning corpses are usually spawned from those condemned to hell for horrid crimes.
Burning corpses are usually spawned from those condemned to hell for horrid crimes.
Domesday 7
Skeleton: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Zombie: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Ghoul: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Ghast: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Wight: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Mummy: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Vampire: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Lich: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Shadow: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Wraith: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost Dragon: A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world.
Fell Shadow: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Fell Shadow Lesser: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Death Knight: Orb of the Dead Grant Un-Death power.
ORB OF THE DEAD
This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic.
Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities.
The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear.
Intelligence: High
Alignment: Neutral Evil
Basic Powers:
Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled.
Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten.
Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby.
Major Powers:
Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast.
Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it.
Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living.
Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead.
Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb.
Orb of the Dead Create Undead power.
Zombie: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Ghoul: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Ghast: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Wight: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Mummy: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Vampire: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Lich: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Shadow: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Wraith: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost Dragon: A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world.
Fell Shadow: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Fell Shadow Lesser: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Death Knight: Orb of the Dead Grant Un-Death power.
ORB OF THE DEAD
This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic.
Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities.
The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear.
Intelligence: High
Alignment: Neutral Evil
Basic Powers:
Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled.
Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten.
Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby.
Major Powers:
Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast.
Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it.
Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living.
Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead.
Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb.
Domesday 8
Wraith of a Necromancer: A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus.
The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh.
Zombie: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Deathly Blight spell.
Wraith: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Ghoul: Deathly Blight spell.
Ghast: Deathly Blight spell.
Wight: Deathly Blight spell.
Shadow: Deathly Blight spell.
Lich: Deathly Blight spell.
Ghost: Deathly Blight spell.
Morgane Boylin, Shade: ?
Gnoll Ghoul: ?
Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7: Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither.
DEATHLY BLIGHT*, Level 9 wizard or 8 cleric
CT 2 R zero D permanent
SV None* SR no Comp V, S, M
This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level).
Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters.
The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature.
Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.
The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh.
Zombie: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Deathly Blight spell.
Wraith: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Ghoul: Deathly Blight spell.
Ghast: Deathly Blight spell.
Wight: Deathly Blight spell.
Shadow: Deathly Blight spell.
Lich: Deathly Blight spell.
Ghost: Deathly Blight spell.
Morgane Boylin, Shade: ?
Gnoll Ghoul: ?
Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7: Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither.
DEATHLY BLIGHT*, Level 9 wizard or 8 cleric
CT 2 R zero D permanent
SV None* SR no Comp V, S, M
This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level).
Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters.
The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature.
Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.
Domesday 9
Cuir-Lijik, Leather Corpse: In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body.
Undead Treant: ?
Black Bear Ghoul: ?
Ogre Zombie: ?
Gnoll Ghoul: ?
Human Ghoul: ?
Undead Treant: ?
Black Bear Ghoul: ?
Ogre Zombie: ?
Gnoll Ghoul: ?
Human Ghoul: ?
Ilshara Gazetteer
Undead: Undead and demonic minions are created and summoned using Sythgar magic.
The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions.
The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions.
Phantom Train
Skeleton: The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of ressurection even if a wish spell is used.
Ghost: ?
Zombie: ?
Animal Skeleton Dog: ?
Animal Skeleton Rat: ?
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Haunt Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Skeleton Animal: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Ghost: ?
Zombie: ?
Animal Skeleton Dog: ?
Animal Skeleton Rat: ?
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Haunt Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Skeleton Animal: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
The Keeper Issue 1
Revenant: Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher.
Zombie: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Wight: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Draug: Draug are the horrid undead creatures of those who have drowned at sea.
Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening.
Mummy Greater: The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living!
Phantom: Phantoms are the undead spirits of those who still long for the pleasures of mortal life.
Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.
Zombie: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Wight: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Draug: Draug are the horrid undead creatures of those who have drowned at sea.
Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening.
Mummy Greater: The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living!
Phantom: Phantoms are the undead spirits of those who still long for the pleasures of mortal life.
Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.
The Keepers of Lingusia
Vampire: There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism.
Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.
Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.
Hagarant Lords: These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.
The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.
Esidria Elas Phallikoskis, Vampire Wizard 14: ?
Castor Elas Markovin, Vampire Fighter-Wizard 13: ?
Moria, Ahstarth Vampire Ranger-Rogue 9: Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.
Lich Lord Krenkin, Human Wizard 23: Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.
Aggamite Troll: The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.
Barrow Wight: In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.
The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.
Veregnar Gonn Dalpuris, Hagarant Lord: Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.
Knight of Chaos: The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.
Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.
Velboshia-Lok Nodivia: Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods
destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.
Vessilante: The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.
Undead: In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!
The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.
Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.
In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.
Lord Sitor, Human Lich Wizard 23: Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.
Darksed, Death Knight Fighter 10, Rogue 6, Mage 6: ?
Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.
Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.
Hagarant Lords: These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.
The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.
Esidria Elas Phallikoskis, Vampire Wizard 14: ?
Castor Elas Markovin, Vampire Fighter-Wizard 13: ?
Moria, Ahstarth Vampire Ranger-Rogue 9: Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.
Lich Lord Krenkin, Human Wizard 23: Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.
Aggamite Troll: The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.
Barrow Wight: In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.
The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.
Veregnar Gonn Dalpuris, Hagarant Lord: Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.
Knight of Chaos: The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.
Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.
Velboshia-Lok Nodivia: Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods
destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.
Vessilante: The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.
Undead: In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!
The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.
Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.
In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.
Lord Sitor, Human Lich Wizard 23: Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.
Darksed, Death Knight Fighter 10, Rogue 6, Mage 6: ?
Vampires of the Olden Lands
Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were
slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
Dying without being consecrated to the God of Law;
Committing suicide;
Practicing sorcery, black witchcraft, or eldritch wizardry in life;
Having a spell-caster’s familiar jump on your corpse before you are buried;
Eating the flesh of an animal killed by a vampire;
Being slain by a lycanthrope;
Death by murder un-avenged;
Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.:
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were
slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
Dying without being consecrated to the God of Law;
Committing suicide;
Practicing sorcery, black witchcraft, or eldritch wizardry in life;
Having a spell-caster’s familiar jump on your corpse before you are buried;
Eating the flesh of an animal killed by a vampire;
Being slain by a lycanthrope;
Death by murder un-avenged;
Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.:
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Crimson Blades
Crimson Blades 2
Undead: Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?
Dark Dungeons
Dark Dungeons
House of Darkness
Floating Undead Horror: ?
Ghast: ?
ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders.
Haunt Ghost: A ghost is an undead spirit that tries to fulfil a task it left unfinished in life.
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animate Dead spell.
Skeleton Dragon: A skeleton dragon is the undead form of a dragon.
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
:Spirit Druj ?
:Spirit Druj Skeletal Hand ?
:Spirit Druj Eye ?
:Spirit Druj Skull ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Animate Dead spell.
Animate Dead
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: One or more corpses
Range: 60’
Duration: Permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18: Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.
The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.
Ghast: ?
ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders.
Haunt Ghost: A ghost is an undead spirit that tries to fulfil a task it left unfinished in life.
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animate Dead spell.
Skeleton Dragon: A skeleton dragon is the undead form of a dragon.
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
:Spirit Druj ?
:Spirit Druj Skeletal Hand ?
:Spirit Druj Eye ?
:Spirit Druj Skull ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Animate Dead spell.
Animate Dead
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: One or more corpses
Range: 60’
Duration: Permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18: Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.
The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.
House of Darkness
Owlwitch: When an Owlwitch has drained four levels from victims it splits in two, creating a new Owlwitch through a form of undead asexual reproduction.
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes.
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane.
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes.
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane.
Delving Deeper
Delving Deeper Ref Rules v2: The Monster & Treasure Reference
Delving Deeper Ref Rules v2: The Adventurer's Handbook
Delving Deeper Ref Rules v1: The Monster & Treasure Reference
Delving Deeper Ref Rules v1: The Adventurer's Handbook
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Delving Deeper Ref Rules v2: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.
Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
Zombie: Animate Dead spell.
Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.
Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
Delving Deeper Ref Rules v1: The Monster & Treasure Reference
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Delving Deeper Ref Rules v1: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.
Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
Zombie: Animate Dead spell.
Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.
Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
Dungeon Crawl Classics
Dungeon Crawl Classics RPG
Hubris A World of Visceral Adventure
2015 Gongfarmer's Almanac 1-6
2016 Gongfarmer's Almanac 1-8
2017 Gongfarmers Almanac 1
2017 Gongfarmers Almanac 2
Gongfarmers Almanac 2017 3
Gongfarmers Almanac 2017 6
2017 Gongfarmers Almanac 7
Crawling Under a Broken Moon 1-4
Un-Dead: Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.”
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.
Animate Dead spell 32+.
Un-Dead Crit 15.
Ghost: Ghosts are the spirits of the dead who cannot rest.
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.
The ghost was murdered violently and yearns to avenge its death.
The ghost was buried apart from its spouse and wishes to be reunited with him or her.
The ghost died searching for its child.
The ghost was killed on a religious pilgrimage to a sacred location.
The ghost died in search of a specific object.
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.
A creature killed by a ghoul is usually eaten.
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Lacedon: Animate Dead spell 32+.
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.
Animate Dead spell 32+.
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.
Animate Dead spell 32+.
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.
Animate Dead spell 16+.
Un-Dead Crit 30+.
Zombie: Chill Touch spell misfire.
Animate Dead spell 17+.
Un-Dead Crit 30+.
Lich: Animate Dead spell 36+.
Vampire: Animate Dead spell 36+.
Skeletal Rat Familiar: ?
Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check
General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.
Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the
nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.
24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.
32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature
within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).
Animate Dead
Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A
General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.
The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).
The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.
No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.
The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).
Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.
1-15 Failure.
16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.
17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.
18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.
22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.
32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.
34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.
36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.
Animate Dead spell 32+.
Un-Dead Crit 15.
Ghost: Ghosts are the spirits of the dead who cannot rest.
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.
The ghost was murdered violently and yearns to avenge its death.
The ghost was buried apart from its spouse and wishes to be reunited with him or her.
The ghost died searching for its child.
The ghost was killed on a religious pilgrimage to a sacred location.
The ghost died in search of a specific object.
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.
A creature killed by a ghoul is usually eaten.
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Lacedon: Animate Dead spell 32+.
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.
Animate Dead spell 32+.
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.
Animate Dead spell 32+.
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.
Animate Dead spell 16+.
Un-Dead Crit 30+.
Zombie: Chill Touch spell misfire.
Animate Dead spell 17+.
Un-Dead Crit 30+.
Lich: Animate Dead spell 36+.
Vampire: Animate Dead spell 36+.
Skeletal Rat Familiar: ?
Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check
General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.
Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the
nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.
24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.
32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature
within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).
Animate Dead
Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A
General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.
The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).
The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.
No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.
The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).
Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.
1-15 Failure.
16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.
17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.
18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.
22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.
32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.
34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.
36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.
Hubris A World of Visceral Adventure
Facious the Lich King: ?
Zombie: People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.
Zombie Powder
Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.
Brew Potion (DCC, pg 223) DC 27 to create this potion.
Zombie: People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.
Zombie Powder
Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.
Brew Potion (DCC, pg 223) DC 27 to create this potion.
2015 Gongfarmer's Almanac 1-6
Ghost: You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.
Fright of Ghosts: ?
Hungry Dead: ?
Hag of Hecate: ?
Damned Skeletal Army: ?
Damned Banshees: ?
Elahi the War Witch, Mummy: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.
Rj’Nimajneb~Yor, Demilich:
Juju Zombie: Wand of a Thousand Punishments activation critical success.
Ghast: Wand of a Thousand Punishments activation critical success.
Wight: Wand of a Thousand Punishments activation critical success.
Wraith: Wand of a Thousand Punishments effect.
Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:
1. Flaming Hands
2. Magic Missile
3. Scorching Ray
4. Fireball
5. Lightning Bolt
A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:
1. 1d7 Juju Zombies
2. 1d5 Ghast
3. 1d3 Wights
The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.
While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:
1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.
21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.
26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.
38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.
41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.
58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.
70-73 The un-dead remain, loyal to whoever bears the wand.
74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.
81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.
85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.
91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.
99-100 Special, The Judge’s discretion on the event.
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.
Fright of Ghosts: ?
Hungry Dead: ?
Hag of Hecate: ?
Damned Skeletal Army: ?
Damned Banshees: ?
Elahi the War Witch, Mummy: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.
Rj’Nimajneb~Yor, Demilich:
Juju Zombie: Wand of a Thousand Punishments activation critical success.
Ghast: Wand of a Thousand Punishments activation critical success.
Wight: Wand of a Thousand Punishments activation critical success.
Wraith: Wand of a Thousand Punishments effect.
Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:
1. Flaming Hands
2. Magic Missile
3. Scorching Ray
4. Fireball
5. Lightning Bolt
A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:
1. 1d7 Juju Zombies
2. 1d5 Ghast
3. 1d3 Wights
The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.
While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:
1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.
21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.
26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.
38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.
41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.
58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.
70-73 The un-dead remain, loyal to whoever bears the wand.
74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.
81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.
85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.
91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.
99-100 Special, The Judge’s discretion on the event.
2016 Gongfarmer's Almanac 1-8
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?
Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?
Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.
2017 Gongfarmers Almanac 1
Undead: Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons.
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead.
Deceptiguard: ?
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil.
Vacbot: ?
Fembot: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed.
Hari: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”).
Robodemon: ?
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head.
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines.
Demon-Saur Tyrannosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Raptor: ?
Demon-Saur Ankyslosaurus: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Gigantosaur: ?
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead.
Deceptiguard: ?
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil.
Vacbot: ?
Fembot: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed.
Hari: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”).
Robodemon: ?
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head.
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines.
Demon-Saur Tyrannosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Raptor: ?
Demon-Saur Ankyslosaurus: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Gigantosaur: ?
2017 Gongfarmers Almanac 2
Sugar Zombie: Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie.
Fiend in the Pit: Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes.
Enthralled: A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation.
Fiend in the Pit: Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes.
Enthralled: A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation.
Gongfarmers Almanac 2017 3
Roaming Spirit: The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form.
Gongfarmers Almanac 2017 6
Halfling Skeleton: ?
2017 Gongfarmers Almanac 7
Eddie: ?
Erasmus Cordwainer Blood: ?
Brides of Blood: ?
Skeleton: Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks.
Revenant: If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring.
Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken.
Vampire: If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken.
Erasmus Cordwainer Blood: ?
Brides of Blood: ?
Skeleton: Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks.
Revenant: If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring.
Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken.
Vampire: If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken.
Crawling Under a Broken Moon 1-4
Mannekill: ?
Hackmaster
Hacklopedia of Beasts
Hackmaster Basic
Frandor's Keep
HackMaster GameMaster's Guide
HackMaster Player's Handbook
Animating Spirit: Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death.
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.
Barrow-Wight: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.
Fantom Dog: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.
Ghast: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.
Ghoul: ?
Haunt: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.
Mummy: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.
Rattlebone Mummy: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.
Servitor Mummy: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).
Blood Mummy: ?
Natural Mummy: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.
Noble Mummy: ?
Royal Mummy: ?
Rusalka: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.
Shadow: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.
Skeleton: Skeletons are unnatural creatures inspirited by dark energy.
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Animal Skeleton: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.
Monster Skeleton: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.
Spectre: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.
Slain foes who die from a spectre's touch rise as spectres in service to their killer.
Vampire: ?
Will-o'-the-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.
Wraith: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life.
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.
Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.
Monster Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.
Barrow-Wight: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.
Fantom Dog: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.
Ghast: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.
Ghoul: ?
Haunt: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.
Mummy: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.
Rattlebone Mummy: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.
Servitor Mummy: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).
Blood Mummy: ?
Natural Mummy: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.
Noble Mummy: ?
Royal Mummy: ?
Rusalka: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.
Shadow: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.
Skeleton: Skeletons are unnatural creatures inspirited by dark energy.
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Animal Skeleton: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.
Monster Skeleton: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.
Spectre: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.
Slain foes who die from a spectre's touch rise as spectres in service to their killer.
Vampire: ?
Will-o'-the-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.
Wraith: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life.
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.
Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.
Monster Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.
Hackmaster Basic
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
Barrow Wight: A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.
Ghast: ?
Ghoul: ?
Mummy: These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.
Skeleton: ?
Wraith: A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Zombie: ?
Barrow Wight: A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.
Ghast: ?
Ghoul: ?
Mummy: These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.
Skeleton: ?
Wraith: A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Zombie: ?
Frandor's Keep
Ghoul: Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul.
Skeleton: ?
Skeleton: ?
HackMaster GameMaster's Guide
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
HackMaster Player's Handbook
Skeleton: Animate Skeleton spell.
Animate Skeletons spell.
Zombie: Animate Zombie spell.
Animate Zombies spell.
Animate Skeleton
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.
Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating one skeleton.
Only certain religions condone this practice.
Animate Skeletons
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.
Animate Zombie
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.
Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating a single zombie.
Only certain religions condone this practice.
Animate Zombies
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpses of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.
Animate Skeletons spell.
Zombie: Animate Zombie spell.
Animate Zombies spell.
Animate Skeleton
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.
Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating one skeleton.
Only certain religions condone this practice.
Animate Skeletons
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.
Animate Zombie
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.
Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating a single zombie.
Only certain religions condone this practice.
Animate Zombies
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpses of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.
Iron Falcon
Iron Falcon
Ghoul: Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Mummy: Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Vampire: Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.
Wight: Wights are undead monsters, corpses of the dead animated by dark magic.
Wraith: Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.
Zombie: Zombies are undead monsters, corpses reanimated through dark and
sinister magic.
Animate Dead spell.
Animate Dead
Magic-User 5
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Mummy: Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Vampire: Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.
Wight: Wights are undead monsters, corpses of the dead animated by dark magic.
Wraith: Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.
Zombie: Zombies are undead monsters, corpses reanimated through dark and
sinister magic.
Animate Dead spell.
Animate Dead
Magic-User 5
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.
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