• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Undead Origins

Voadam

Legend
Pathfinder Bestiary 2

Bestiary 2
Pathfinder 1e
Attic Whisperer: An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect.
Banshee: A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.
Bat Skaveling: Skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.
Bodak: A humanoid slain by a bodak's death gaze rises as a bodak 24 hours later.
When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak.
A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss).
Crawling Hand: Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts.
Crawling Hand Giant: ?
Crypt Thing: Necromancers and other spellcasters create them.
A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source).
Draugr: These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects.
Draugr Captain: ?
Dullahan: Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders.
Dullahan Greater: ?
Nightshade: Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest.
While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife.
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwave: ?
Nightshade Nightwing: ?
Poltergeist: A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.
Ravener: Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.
"Ravener" is an acquired template that can be added to any evil true dragon of an age category of ancient or older.
Ravener Red Wyrm: ?
Revenant: Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer.
Totenmaske: Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires.
A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell.
Winterwight: The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice.
Witchfire: When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires.
Zombie Juju: A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.
"Juju zombie" is an acquired template that can be added to any living corporeal creature.
Zombie Juju Human: ?
Zombie Void: An infected creature who dies from an Akata's void death rises as a void zombie 2d4 hours later.
A humanoid killed by void death becomes a void zombie.
 
Last edited:

log in or register to remove this ad

Voadam

Legend
Pathfinder Bestiary 3

Bestiary 3
Pathfinder 1e
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death.
Baykok: When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks.
Berbalang: ?
Bhuta: A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires.
Deathweb: A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive.
Demilich: In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich's physical form succumbs to decay over the centuries. In time, only the lich's skull remains intact. Yet the bonds of undeath keep the lich's remains from final dissolution. Vestiges of the lich's intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich's will to live strengthen the skull, rendering it harder than any steel. The lich's greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich's eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever.
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich's body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich's phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich's mind is doomed to wander until the end of days.
Demilich Awakened: Under exceptional conditions, a lich's full consciousness survives its transformation into a demilich, or a lich's wandering intellect manages to return to its jeweled skull.
Dybbuk: A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.
Ecorche: ?
Festrog: A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals.
Ghul: Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs.
Graveknight: Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death.
"Graveknight" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Graveknight Human Fighter 10: ?
Guecubu: Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered.
Hollow Serpent: Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters.
A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
While most huecuvas arise when a god rejects a heretic priest's soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check.
Manananggal: ?
Pale Stranger: Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity.
Penanggalen: Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one.
Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents.
"Penanggalen" is an acquired template that can be added to any living creature with 5 or more Hit Dice
When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset.
Penanggalen Human Witch 5: ?
Sea Bonze: Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity.
Tzitzimitl: Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation.
Vampire Jiang-Shi: A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon.
"Jiang-shi" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Most jiang-shis were once humans, but any creature that undergoes specific rites can acquire the template.
Vampire Jiang-Shi Human Monk 5: ?
Yukki-Onna: A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial.
Zuvembie: Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim's death, while success means it reanimates as a free-willed zuvembie.
 
Last edited:

Voadam

Legend
Bestiary 4
Pathfinder 1e
Bakekujira: Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira.
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.
A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth 100 gp and the casting of one air walk or fly spell. Beheaded can be created with additional abilities from the list below. Creating a variant beheaded counts as 1 additional Hit Die toward the caster's maximum Hit Dice of controlled undead.
Ectoplasmic Creature: Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature's original body for its soul to inhabit in the form of a skeleton or zombie.
"Ectoplasmic" is an acquired template that can be added to any corporeal creature (other than an undead)
Ectoplasmic Human: ?
Festering Spirit: A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
A festering spirit arises when a vile person's corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature's personality.
Gaki: When an especially jealous or greedy evil person dies, it sometimes returns as a gaki.
Gallowdead: Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it.
Gashadokuro: Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death.
Gearghost: Formed from the unquiet soul of a thief wrenched from life by a wicked trap
Geist: A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call.
Gholdako: A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.
Gholdako Greater: ?
Harionago: A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge.
Isitoq: A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head's eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse.
Mummified Creature: Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures.
To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife.
"Mummified creature" is an acquired template that can be added to any living corporeal creature.
Mummified Gynosphinx: ?
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.
The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature.
In order to create a necrocraft, a spellcaster must use at least five undead creatures (or their corpses), all of which must be under the creator's control, helpless, or slain. A larger undead or corpse can be used in place of two that are one size smaller. The creator must stitch, glue, or otherwise bind the parts together in the desired configuration, then cast animate dead and make whole to complete the construction (the material component cost of animate dead is 50 gp per Hit Die of the final necrocraft). The creator can't create a necrocraft with more Hit Dice than her caster level. As with animate dead, the necrocraft is under the creator's control when created. Note that creating a necrocraft requires casting a spell with the evil descriptor.
Size HD CP CR Number of Undead Required
Medium 4d8 2 3 5
Large 7d8 3 5 10
Huge 10d8 4 7 25
Gargantuan 14d8 5 9 50
Colossal 18d8 6 11 100
Phantom Armor: Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor.
Phantom Armor Giant: Arising from the armored remains of towering humanoids.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 15th to create a giant phantom armor.
Pickled Punk: Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid.
Sayona: Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself.
Shredskin: A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature's soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive.
Vampire Nosferatu: Unable to create others of their kind, as they somehow lost that ability long ago.
"Nosferatu" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Vamire Nosferatu Human Rogue 9: ?
Warsworn: Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons.
A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers.
Zombie Lord: "Zombie lord" is an acquired template that can be added to any corporeal creature (other than undead) that has a minimum Intelligence of 3.
Zombie Lord Human Monk 3: ?

Ghoul: When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability.
 
Last edited:

Voadam

Legend
Bonus Bestiary

Bonus Bestiary
Pathfinder 1e
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the paths to the afterlife, trapped in a state between life and death.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
Most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, but this is not the only way a huecuva can come into being. A huecuva can be created using create undead. The caster must be at least 11th level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster level check. Creating a huecuva in this way is considered to be one of the most heinous things that can be done to a cleric that has passed away. The faithless aura of huecuvas created from the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based off that ability.
 
Last edited:

Voadam

Legend
Inner Sea Bestiary

Inner Sea Bestiary
Pathfinder 1e
Apostasy Wraith: When the souls of the followers of the Living God Razmir reach Pharasma’s Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance.
Charnel Colossus: A charnel colossus is an amalgam of scores, even hundreds, of individuals who, upon death, chose to be interred under special ritual circumstances with others of like mind. This allowed them to feed their individual life experiences into an undying corporation of the collective whole.
Petrified Maiden: Petrified maidens are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb. The wizard king Geb himself cursed the warriors, turning them to stone and creating what is now known as the Field of Maidens. While a petrified maiden appears at first glance to be a construct, it has in fact been animated by the restless undead spirit of the warrior maiden it once was. The nature of Geb’s curse remains mysterious even today—it is simply known that occasionally the spirits of the slain inhabit their stony corpses and lurch to vengeful unlife.
Spellscarred Fext: The abominable undead known as Spellscar fexts are formed by wayward spellcasters who perish in the sprawling badlands of the Mana Wastes, their bodies and souls perverted by the unpredictable primal energies that surge throughout the Spellscar Desert.
The unnatural and corruptive transformations a fallen victim undergoes as it turns into a Spellscar fext render its body hard and especially resilient to the magical energies of most spellcasters. In a peculiar twist, the same corruptive energy that causes spells to bounce off of Spellscar fexts’ hides also strangely renders them susceptible to glass and glass-based weapons.
Vampire Vetala: Vetalas are said to be the spirits of children “born evil,” who never received burial rites upon their deaths. Sometimes one of these evil spirits takes hold of a corpse—not necessarily its own—which becomes its anchor to the mortal world.
“Vetala” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature).
 
Last edited:

Voadam

Legend
Undead Revisited

Undead Revisited
Pathfinder 1e
Larger Bodak: A giant that falls prey to a bodak’s deadly gaze.
Smaller Bodak: Small humanoids that become bodaks.
Bodak Multiple Heads: A bodak created from a creature with multiple heads, such as an ettin, becomes deadlier because it has more eyes with which to project its horrific stare.
Taker of Eyes, Bodak Antipaladin 8: The bodak known as the Taker of Eyes began as Sir Amshel Veraine, a knight of Lastwall who sought to take the battle against evil to the Abyss itself. All throughout his career, he sought knowledge of the Outer Planes, until finally he felt he was ready to crusade beyond the battlefields of his homeland. Although his superiors knew his plans were suicidal, Veraine’s zeal (along with considerable family influence) was enough to persuade them. Together with a team of similarly minded zealots, Veraine exchanged a lifetime of battlefield treasures for a portal to the Abyss, through which he boldly charged, vowing to contact his superiors once a beachhead had been established.
It was a massacre. Out of their depth, with little concept of how to navigate the Abyss, Sir Veraine’s forces were slaughtered. As his warriors fell around him, Veraine realized the error of his ways, but with the spellcasters in his party already fallen, there was no way for him to evacuate his troops or call for aid. Instead, he did the only thing a knight of Lastwall could do: he charged. Pressing ever deeper into the suppurating vaults, Veraine sought to reach a leader among the demons, someone whose destruction would give his own death worth. Down he plunged, seeking something he couldn’t name. And then, with the last of his troops lying broken at his heels, he found it.
What Veraine discovered in that final amphitheater—what trials he endured at the hands of the demons—remains unknown, even to him.
Yet what emerged from that vault was not a man, but a broken thing whose eyes continually beheld atrocities beyond its understanding.
Former Devil Devourer: A devourer formed from a powerful devil.
Former Daemon Devourer: A devourer formed from a powerful daemon.
Former Demon Devourer: A devourer formed from a powerful demon.
Barasthaga, Devourer Oracle 14: In the Drowning Court of Abaddon, Thanatessim the Ash-Tongued misjudged his power, both personal and political, and challenged a more powerful rival for position among the ranks of greater thanadaemons. He failed, and rather than face obliteration at the hands of his enemy or the Horseman of Death, he f led, knowing even as he did so that no plane or world would be distant enough. And so he gathered all of his strength, everything he’d learned from an eternity of service to the Boatman, and fled somewhere beyond either.
The thanadaemon that fled never returned. Yet after a time, something else did. Calling itself Barasthaga the Blessed Minion—though never specifying precisely who or what it was a minion of—the devourer that contained some portion of the Ash-Tongued’s essence came to its former home on Abaddon, only to be driven away by the combined effort of its former compatriots.
Lictor Shokneir, Human Graveknight Fighter 5, Hellknight 10: During the Chelish civil war, several bands of mercenaries were dubbed Hellknights by the besieged Chelish royalty, but many of these “lesser” and unsanctioned orders refused to disband after the war was over. One of these was the Order of the Crux. Hunted down and destroyed by the Order of the Scourge in 4663 ar, the butchers of the Crux were wiped out, and their fortress of Citadel Gheisteno put to the torch. Yet 25 years later, three graveknights clad in scarred Hellknight armor rose from the ruin. They gathered together lesser undead under the banner of the Crux, and now seemingly bide their time in the shadows of their fallen citadel.
As he was in life, so is Lictor Shokneir the leader of his band in death. Always a grim and merciless man, Shokneir’s rebirth as a graveknight has only strengthened his certainty that his is the only valid interpretation of the law, and that those who question it are best put to the sword.
Jester of Years, Lich: ?
Tar-Baphon, The Whispering Tyrant, Lich: Cast down by Aroden and brought back by overwhelming force of will, the Whispering Tyrant nearly brought all of the Inner Sea region under his heel.
Harlot-Queen of Geb, Arazni, Lich: ?
Geb, Ghost-King: ?
An-Hepsu XI, The Uncorruptible Pharaoh, Lich: ?
Phaegia, Human Venerable Lich Cleric 11: Once an influential priest of Aroden, Phaegia turned to the worship of the demon lord Orcus as she felt her life slipping away with her advancing years, and made the grueling transformation into a lich so she could continue to “live” forever.
Arishkov Wolfstongue, Vampire: ?
Desert Mohrg: A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs.
Fleshwalker Mohrg: When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result.
Frost Mohrg: A frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment.
Mohrg-Mother: Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child.
Demonic Mohrg: In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs
Nightshade Nightskitter: ?
Ravener Nightmare: The ritual to become a nightmare ravener requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu.
Ravener Thassilonian: The runelords of Thassilon, particularly the necromancer Zutha, often traded their powerful magical secrets to dragons in return for a period of servitude while the dragons lived. When this period ended, the runelord would aid the dragons in making the transition from living to undead. The methods for these rituals still exist in certain Thassilonian ruins, and are invariably guarded by the raveners who used the rituals to transcend their own mortality.
Arantaros, Blue Dragon Ravener: Pleased with his service, the demon lord Haagenti provided the blue dragon scholar Arantaros with the tainted gift of immortality, that the ravener might continue his devious studies into the esoteric arts of necromancy and alchemy, and it’s whispered in parts of Thuvia that the ravener may be secretly researching the legendary sun orchid elixir, in the hope of reversing his condition and living forever without the aid of his demonic patron.
Vashkiyan, Ancient Green Dragon Ravener: With each year, the green dragon Vashkiyan’s prized intellect declined, victim of a wasting disease that no spell could manage to cure. Death she could face, but the loss of her faculties filled her with unreasoning terror. As even her inborn magic began to fail, Vashkiyan turned toward planar evils rather than resign herself to death. One by one, she severed her ties with her mortal life to please Charon, the Horseman of Death. At the last she hunted down and slew her 15 living descendants, vivisecting each and feasting upon their organs. The archdaemon was pleased, and guided Vashkiyan through a ritual that saw her die in writhing agony, only to arise as a frightful ravener.
Bandit-King Alzar Kagir, Shadow: Rather than the law, justice found the bandit-king in the form of betrayal at the hands of his gang, who poisoned him and sealed him in his cave of treasures. They thought to unseal the cave some time later and divide the spoils, but did not reckon on the potency of their former leader’s greed or thirst for revenge.
Shadow Distorted: ?
Shadow Hidden One: ?
Shadow Plague: Victims of this supernatural disease, shadow blight, quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion.
Upon death, the victim of shadow blight becomes a plague shadow.
Shadow Blight curse and disease.
Shadow Shadetouch: ?
Shadow Vanishing: Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip through the Shadow Plane.
The Risen Lord, Dread Shadow Ancient Red Dragon: Accidentally transformed into a shadow when an attempt to change into a ravener failed, the undead dragon now known as the Risen Lord remembers nothing of his life but a sense of loss and a terrible rage.
Spectral Dead: Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world.
No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world.
Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers.
Allip Scribbling: ?
Spectre Corpulent: Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid.
Wraith White: Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness.
Carak, Blade of Zyphus, Unique Allip: In life, Carak was a deadly assassin-priest of Zyphus. Upon his suicide, the assassin’s faith brought him back as an allip, eager to continue his dark work.
Barrow Wight: The most famous wights of fantasy are the barrow-wights of J. R. R. Tolkien, evil spirits bound by greater dark powers to the barrow-downs of a fallen kingdom to ensure it did not rise again. Their capture of the hobbits and attempt to corrupt them into wights themselves make for a horrifyingly iconic scene.
Others: The Others of George R. R. Martin’s Song of Ice and Fire series fit the bill admirably, being the tragic spirits of the fallen, bound to a greater evil but perhaps remembering a dim shadow of what they once were and compelled to pass on their curse.
Wight Dust: Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert.
Wight Mist: ?
Wight Lord: Where typical wights rise from a wide variety of individuals, wight lords rise from the bodies of despotic rulers or ruthless generals.
A wight lord can rise from the remains of any cruel or sadistic leader, but those who were higher than 11th level when they perished retain some of their previous life’s knowledge—although not all of it. When this occurs, subtract 11 from the creature’s previous number of class levels to determine the total number of class levels the wight lord possesses.

Undead: Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death.
The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time).
Most undead began as living beings that were animated after death, arose again spontaneously after death because of some great emotion or unfinished business, or, while still living, willingly embraced undeath to stave off the looming hand of oblivion.
For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague.
Bodak: Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience.
When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks.
Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer.
If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately.
Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough.
Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken.
The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak.
The strange religions found in the Mwangi Expanse sometimes demand sacrifices and dark rituals. Explorers and adventurers unlucky enough to be caught by these more sinister tribes, particularly the zealots of Angazhan living in the ape city of Usaro, are sometimes transformed by bizarre and terrifying demonic rites. These bodaks roam the jungles of the Mwangi Expanse, terrorizing the inhabitants and sometimes transforming entire villages into their own kind.
Bodaks, the eyeless horrors twisted by sights no one was meant to see.
Create Greater Undead spell, caster level 20 corpse must be cast in the Abyss.
Devourer: Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted.
Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them.
Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair.
Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse.
Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers.
They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness.
Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes.
Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted.
Grave Knight: Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.
Some warriors are too arrogant to die.
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife.
Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence.
Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities.
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.
Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul.
Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers.
Graveknights, whose lust for battle knows no end—not even in death.
Lich: Powerful spellcasters who bind their souls into valuable artifacts called phylacteries.
Liches are spellcasters who bind their souls into special receptacles called phylacteries.
Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living.
One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality.
It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love.
The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve.
Liches, the twisted spellcasters who lock away their souls so death may never claim them.
Mohrg: The spirits of serial killers and those who exult in the taking of life.
Those who exult in the needless taking of life sometimes return to the world after death as mohrgs.
Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies.
There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath.
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.
Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.
Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead).
All mohrgs have been cursed into their condition—either by the gods or by a spellcaster.
Mohrgs, the undead murders who rise after death to stalk the streets.
Nightshade: Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet.
Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead.
Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil.
They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends.
Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place.
The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being.
Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings.
Ravener: The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon.
While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days.
Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead.
The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers.
Shadow: Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities.
Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves.
Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.
As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer.
On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner).
Death at the hands of a shadow means becoming one.
Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey.
Years ago, a young noblewoman lost in the woodlands beheld a holy vision on a hilltop and founded a small abbey there, whose sisterhood cared for all lost souls who came to its doors. Their kindness proved their undoing when a lost mercenary unit took advantage of their hospitality, only to rob and set fire to the abbey’s great hall with the sisters trapped inside. But the shadows that danced in the hellish light of the flames visited upon the soldiers all of the pain they had inflicted, and left none alive.
Historically, it’s known that the runelords of ancient Thassilon sometimes employed shadows, taking those traitors or servants who displeased the runelords and ripping their shadows away, killing these mortal subjects and turning their shadows into phantasmal servitors and spies capable of serving for eternity. These shadows subsisted on the life force of their victims, in turn stealing the victims’ shadows to create new servitors for their vile masters. While the records are unclear about which runelord was the first to harness the undead in this manor, various reports cite Zutha (Runelord of Gluttony, and a powerful necromancer), Belimarius (Runelord of Envy), and Karzoug (Runelord of Greed), and many of the lesser necromancers in the empire embraced the practice as well.
Shadows were well known in ancient Osirion as well—drawings and hieroglyphs concerning them decorate ancient tombs buried in the desert. Many of those same tombs are haunted by hungry shadows, awaiting tomb-robbers and explorers. Some of these shadows are guardians and protectors against those who would defile the dead, who owe their horrible existences to decadent nobles who commanded that their retinues be entombed alive with them. In other tombs, however, the resident shadows are the soul-shells of greedy and grasping pharaohs and viziers, unable to let go of what they held in life and determined to guard it forever after death. Either way, the result is the same for unfortunate tomb-raiders and archaeologists.
While undead in general are the work of Urgathoa, shadows are often also associated with Norgorber, the god of greed, secrecy, and murder. Indeed, some worshipers of Norgorber refer to shadows as “emissaries of the Gray Master” or “Blackfinger’s claws,” and believe the god takes the shadows of the faithful after death and makes them his proxies in the mortal world, infused with a measure of his killing power.
Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more).
Shadows, those souls too covetous and miserly to relinquish their grasp on life.
Shadow Greater: A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow.
Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more).
Allip: Allips are the undead souls of those who took their own lives out of madness and insanity.
While rarer than those arising from more mundane insanity, some allips in Golarion start out in life as priests of the Old Cults who delve too deeply into the maddening secrets of their faith, taking their own lives when mysteries better left unrevealed spark a consuming darkness in their souls. The corrupting demon Sifkesh revels in driving mortals toward insanity and eventual suicide, and regions harboring her cults often have significant populations of the babbling spirits. The city of Westcrown, in particular, owes its high concentration of allips to the demon, particularly during the period known as the White Plague. The city’s elite had made something of a game of corrupting souls and driving them toward madness, and the militant order known as the Hellknights was formed to put an end to their murder spree and combat the plague of allips that resulted from it.
Create Greater Undead spell, caster level 15 with Insanity spell.
Banshee: Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm.
In the Darklands, the perpetual betrayals of drow society typically lack the sympathetic tragedy required to create banshees, although a new breed of exceptionally clever young noble daughters have learned to intricately manipulate their treacheries to give rise to the creatures, whether born from the betrayal of a matron mother, the mutiny of a favored daughter, or the gradual winning and then dashing of an underling’s trust.
Create Greater Undead spell, caster level 20 with Fear and Wail of the Banshee spells and the corpse of a female elf.
Spectre: Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil.
Areas infested with the foul followers of Zyphus are often prime locations for spectres, as the cultists’ souls tend to linger on the mortal plane after death, rewarded with undeath and allowed to continue their dark deeds on Golarion. Other gods also command the respect of these undead, however, and the creatures’ spawning ability means spectral clerics in the service of Urgathoa quickly rise within her clergy, the dark spirits’ endless hunger for life force and control of an army of spawn a fitting homage to the Pallid Princess. Geb’s ruling class contains several powerful spectres, some of which host decadent, energy-draining banquets in their unhallowed halls, feasting on buffets of sentient souls, with the victims rising as spawn to expand the nation’s legions of incorporeal spies and infiltrators.
Wraith: Wraiths, much like spectres, arise from souls tainted by evil lives.
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.
Wight: Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession.
The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch.
Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator.
More tragically, wights can also arise spontaneously.
Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die.
More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom.
But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since f led to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners.
Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate.
Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained.
Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered.
A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration.
A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell.
Wights can be found nearly anywhere on Golarion, though they are encountered most frequently in areas that have seen a long history of war and strife, especially in and around the battlegrounds and burial grounds of fallen empires. Places like the River Kingdoms and western Iobaria with their innumerable failed settlements and petty battlefields are fertile breeding grounds for wights, as are war-torn frontiers like those between Taldor and Qadira, and lands tainted with prolonged suffering like Galt and Nidal. Wights are most associated with humans, but evil dwarves have a long tradition of creating loyal tomb guardians to ward their mausoleums, while the ancient exodus of the elves (and the terrible fates suffered by those who remained) make wights a recurring plague in reclaimed elven holdings. And of course, like most undead, they’re more common in areas where cults of Urgathoa operate.
Wights are less common in Garund than elsewhere, as the funerary practices and necromantic traditions there have long favored mummification for the preservation of the honored dead and for guardianship of tombs. Wights are prevalent, however, in the flooded ruin and innumerable shipwrecks of the Sodden Lands, the Shackles, and the rain-lashed coasts around the Eye of Abendego. These desperate wights sometimes live in a perverse mockery of life, seeing themselves as the last survivors of their villages (or voyages), not realizing that they are truly dead.
Far to the east, the cruel rakshasas of Jalmeray exult in the temptation and corruption of the unwary into the kind of unspeakable vileness that leads these unfortunates to become wights in death, serving the rakshasas as loyal bodyguards and assassins.
Packs of wights are a long-standing menace at the triune borderland of Ustalav, Lastwall, and the Hold of Belkzen. The Virlych dead lands surrounding the ruins of Gallowspire, steeped in horror, are haunted by the tormented remnants of those harrowed an age ago by the Whispering Tyrant’s magics, bodies shredded and spirits flensed until nothing but pain and deathless rage remained. Patrols from Vigil exterminate these wights whenever they are found, but on more than one occasion a patrol has simply disappeared, until a later patrol suffered a tragic encounter with the corrupted remains of the righteous fallen.
Across the border in Belkzen, honor is for the living, and wherever the warriors fall is where they rot. On rare occasions, notable leaders are buried in lone cairns, but more often when burial is required (such as when an army dies on land the victors wish to inhabit), all of the fallen from a single battle are interred in a mass barrow with their leader. These funerary rites often awaken one or more wights that embrace the charge of leading the dead. Unusually powerful orc priests, shamans, or witches may also travel at times through the Hold visiting the various tribes to create guardian wights or take control of those that arise spontaneously.
Of all these lands, however, the ones most associated with wights are the cold Kellid and Hallit lands of the north, from long-lost Sarkoris in the east to the Lands of the Linnorm Kings in the west. No strangers to suffering and misery, nor to war and cruelty, these realms are liberally scattered with barrows, dolmens, and cairns. Some are haunted by wights of their own, but legend tells of the White Legion, an army of frost wights gathered beyond the Crown of the World, culled from the lost and the dead of all the cold lands. Their purpose is a mystery, but enemies of Irrisen fear they may be in league with Baba Yaga and her witch daughters.
Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds.
Create Undead spell, caster level 14 with Enervation spell.
Attic Whisperer: Create Undead spell, caster level 13 with Crushing Depair and Fear spells and corpse of a child.
Crawling Hand: Create Undead spell, caster level 11 severed hand of a medium or smaller humanoid.
Crawling Hand Giant: Create Undead spell, caster level 14 with Enlarge Person spell and severed hand of a large or larger humanoid.
Crypt Thing: Create Undead spell, caster level 16 with Teleport spell
Draugr: Create Undead spell, caster level 12.
Dullahan: Create Undead spell, caster level 17 with decapitated humanoid corpse.
Shadow Greater: Create Greater Undead spell, caster level 19 with Shadow Walk spell.
Huecuva: Create Undead spell, caster level 11 with corpse of a cleric.
Zombie Juju: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Skeletal Champion: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Totenmaske: Create Greater Undead spell, caster level 18 caster must be a cleric.
Witchfire: Create Greater Undead spell, caster level 19 with corpse of a hag.
Skeleton Burning: Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.
Skeleton: ?
Ghost: Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer.
Zombie: ?
Poltergeist: ?
Revenant: Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer.
Skaveling: ?
Vampire: ?
Void Zombie: ?
Winterwight: ?
Mummy: ?

Shadow blight: curse and disease; save Fortitude DC 16; onset 1 minute; frequency 1/day; effect 1d8 Strength damage, upon death, the victim becomes a plague shadow; cure successfully casting both remove curse and remove disease within 1 minute of each other.
 
Last edited:

Voadam

Legend
Classic Horrors Revisited

Classic Horrors Revisited
Pathfinder 1e
Ghost: More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity.
Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual.
Allip: Souls of the insane too hate-crazed and vicious to find their ways to the afterlife.
Shadow: Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead.
Spectre: Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres.
Wraith: The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil.
Ghoul: Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad.
Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur.
Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course.
Ghoul Ghast: In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.
It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts.
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts.
Ghoul Lacedon: Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck.
Boggard, Merfolk: These races always spawn into lacedons.
Ghoul Larger: A giant that succumbs to ghoul fever.
Ghoul Smaller: Small humanoids who become ghouls.
Ghoul Fire Giant: A fire giant ghoul.
Ghoul Frost Giant: A frost giant ghoul.
Ghoul Lycanthrope: While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope.
Mummy: Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning.
What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution.
Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy,
granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities.
While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies.
Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist.
Vampire: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Vampire Spawn: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves.
Vampire Aswang: A terrifying breed of vampire typically haunting lands of the distant east, aswangs only arise from female victims.
Vampire Nosferatu: ?
Vampire Vyrkolakas: ?
Skeleton: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Skeleton Acid: ?
Skeleton Electric: ?
Skeleton Frost:
Skeleton Exploding: ?
Skeleton Host Corpse: ?
Skeleton Mudra: ?
Skeleton Multiplying: ?
Skeleton Archer: ?
Skeleton Champion Magus: ?
Zombie: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Zombie Alchemical: This zombie has been created through alchemical processes rather than necromantic magic.
Zombie Brain-Eating: Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.
Zombie Cursed: Created as the result of a powerful curse rather than through necromantic spells.
Zombie Gasburst: ?
Zombie Host Corpse: ?
Zombie Relentless: ?
Zombie Lord: ?
Zombie Lord Magus: ?
 
Last edited:

Brian Perlis

First Post
Amazing job Voadam! I have been wanting to put together a campaign where there is an isolated continent of undead; the undead have taken over for so long that living humanoids are now but a myth. This hard work which you have done is incredibly helpful!
 

Voadam

Legend
Amazing job Voadam! I have been wanting to put together a campaign where there is an isolated continent of undead; the undead have taken over for so long that living humanoids are now but a myth. This hard work which you have done is incredibly helpful!

I am glad it is helpful to you. If you were looking for a variety of undead for your continent I've found a lot. :) I believe all the links are valid.

Its been interesting noting differences in editions. For instance in Basic shadows are not even undead and Devourers and Nightshades get almost no discussion until Pathfinder's Undead Revisited.
 

Voadam

Legend
Tome of Monsters

Tome of Monsters
Pathfinder 1e
Apparition: An apparition is a ghostly visage of someone who died while in the midst of crippling fear.
Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield.
Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches.
Bhoot: A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death.
On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business.
Chindi: A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days.
A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water.
Drekavac: The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday.
Nightmarcher: A humanoid slain by a nightmarcher becomes a nightmarcher the following night.
The cursed spirits of fallen soldiers.
Rusalka: A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka.
Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children.
Not every woman who drowns will become rusalka, nor every child.
Scarecrow: Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation.
Scarecrow Wastrel: These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims.
Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night.
Ziburnis: Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis.
Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night.
“Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
 
Last edited:

Remove ads

Top