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Legend
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5e Compilation
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5e Compilation
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (5e SRD v 5.1)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power. (Lost Laboratory of Kwalish (5e))
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode. (Lost Laboratory of Kwalish (5e))
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Lost Mine of Phandelver)
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.3)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.3)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.2)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.2)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Handbook)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Handbook)
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead. (Player's Handbook)
The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. (Tomb of Annihilation)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Abomination Skeletal: See Skeletal Abomination.
Acererak: See Demilich, Acererak.
Acererak the Eternal: See Lich Archlich, Acererak the Eternal.
Adult Blue Dracolich: See Dracolich Blue Adult.
Adult Red Dracolich: See Dracolich Red Adult
Aerorian Citizen Ghost: See Ghost Aerorian Citizen
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alchemist Skeletal: See Skeletal Alchemist.
Algarr Grimtide: See Ghost, Algarr Grimtide.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Alowar, Janth: See Ghost, Janth Alowar.
Alton: See Brain in a Jar, Alton.
Amalgam of Undeath, Black Oak of Odunos: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity. (Mythic Odysseys of Theros)
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancestor Ghost: See Ghost Ancestor.
Angry Ghost: See Ghost Angry.
Ancient Black Dracolich: See Dracolich White Ancient.
Ancient Dracolich Black: See Dracolich White Ancient.
Ancient Dracolich White: See Dracolich White Ancient.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Ancient Vampire: See Vampire Ancient.
Ancient White Dracolich: See Dracolich White Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angelica: See Vampire Spawn, Angelica.
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Animal Zombie: See Zombie Animal.
Animal Zombie Cat: See Zombie Animal Cat.
Animal Zombie Rat: See Zombie Animal Rat.
Animal Zombie Snake: See Zombie Animal Snake.
Ankylosaurus Zombie: See Zombie Ankylosaurus.
Anointed: See Zombie Tame, Anointed.
Apparition Hate-Filled, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Aquatic Ghoul: See Ghoul Aquatic.
Archlich: See Lich Archlich.
Archlich Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Archlich Orgupash: See Lich, Archlich Orgupash.
Archlich Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Archmage Undead: See Undead Archmage.
Arcturia: See Lich, Arcturia.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arik Stillmarsh: See Vampire, Arik Stillmarsh, Womford Bat.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Arm Severed Undead Archmage: See Undead Archmage Arm Severed.
Armature Glass: See Glass Armature.
Arnsfirth, Heldrun: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Artist Blind: See Undead Servant of Acererak Blind Artist.
Artor Mortin: See Vampire, Artor Mortin, The Baron of Blood.
Arundil: See Ghost Insane Mage Dwarf, Arundil.
Aryk: See Vampire Spawn, Aryk.
Assassin Shadow: See Shadow Assassin.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Ascetic Drowned: See Drowned Ascetic.
Ash Zombie: See Zombie Ash.
Assassin Drowned: See Drowned Assassin.
Assassin's Ghost: See Ghost Assassin's.
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. (Tomb of Annihilation)
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself. (Plane Shift: Zendikar)
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Ayocuan: See Wight, Ayocuan.
Azalin: See Lich, Azalin.
Baelnorn: ?
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Bandit Returned: See Returned Bandit.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. (Icewind Dale – Rise of the Frost Maiden)
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Banshee, Yurtriel, The Primal Scream: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee. (Return to Glory)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Bartho: See Vampire Spawn, Bartho.
Bat Womford: See Vampire, Arik Stillmarsh, Womford Bat.
Beast Skeletal: See Skeletal Beast.
Beggar Ghoul: See Ghoul Beggar.
Behir Undead: See Undead Behir.
Beholder Death Tyrant: See Death Tyrant, Beholder Death Tyrant.
Beholder Zombie: See Zombie Beholder.
Benevolent Green-Aligned Geist: See Geist Benevolent Green-Aligned.
Berg, Conessa: See Zombie Giant Frost, Jarl Conessa Berg.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Black Oak of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blacksmith Risen: See Unhallowed Risen Blacksmith.
Blade Drowned: See Drowned Blade.
Bladelord, Naergoth: See Wight, Naergoth Bladelord.
Blood Drinker Vampire: See Vampire Blood Drinker.
Blood Zombie: See Zombie Blood.
Blue Adult Dracolich: See Dracolich Blue Adult.
Blue Lady: See Ghost, The Blue Lady.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
A bodak is the undead remains of someone who revered Orcus. (Tomb of Annihilation)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bodyguard Undead: See Undead Bodyguard.
Bodyguard Wight: See Wight Bodyguard.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Bone Naga, Hexacali: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti. (Waterdeep Dungeon of the Mad Archmage)
Bone Naga, Ukurlahmu: ?
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Brain Elder Undead: See Undead Elder Brain.
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. (Icewind Dale – Rise of the Frost Maiden)
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars. (Icewind Dale – Rise of the Frost Maiden)
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars. (Icewind Dale – Rise of the Frost Maiden)
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. (Icewind Dale – Rise of the Frost Maiden)
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body. (Icewind Dale – Rise of the Frost Maiden)
Brain in a Jar, Alton: ?
Brain in a Jar, Broderick: ?
Brain in a Jar, Corliss: ?
Brain in a Jar, Dunstan: ?
Brain in a Jar, Editha: ?
Brain in a Jar, Enlightened One: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life. (Lost Laboratory of Kwalish (5e))
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Grand Master: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Keoghtom: ?
Brain in a Jar, Nolzur: ?
Brain in a Jar, Quaal: ?
Brain in a Jar, Queen Ehlissa: ?
Brain in a Jar, Tuerney the Merciless: ?
Brain in a Jar, Veneranda: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror. (Icewind Dale – Rise of the Frost Maiden)
Branta Lyntion: See Demilich, Branta Lyntion.
Branta Lyntion: See Lich, Branta Lyntion.
Brek: See Vampire Spawn, Brek.
Brizzenbright, Malkolm See Ghost, Malkolm Brizzenbright.
Broderick: See Brain in a Jar, Broderick.
Brother Kolat: See Ghost, Kolat Brother.
Brysis of Khaem: See Wraith, Brysis of Khaem.
Bulette Undead: See Undead Bulette.
Bundle Strange of White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Burrow Warden Jadger: See Ghost, Burrow Warden Jadger.
Burning Skeleton: See Skeleton Burning.
Burster: See Zombie Husk Burster.
Cadavix: See Ghost, High Necromancer Cadavix.
Caladorn Cassalanter: See Ghost, Caladorn Cassalanter.
Calimara: See Ghost, Calimara.
Callia: See Vampire Spawn, Callia.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Carmine: See Vampire Neonate, Twin of Mauer Estate, Carmine.
Cassalanter, Caladorn: See Ghost, Caladorn Cassalanter.
Cat Animal Zombie: See Zombie Animal Cat.
Cat Zombie Animal: See Zombie Animal Cat.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Dragon Cave.
Centaur Ghost: See Ghost Undead Centaur.
Centaur Mummy: See Mummy Centaur.
Ch'gakare: See Ch'gakare, Undead Warrior.
Charinidia: See Banshee, Charinidia.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Chieftan Javor: See Revenant, Chieftan Javor.
Child Twin Spirit: See Spirit Twin Child.
Chosen of Auril Deathlock Wight, Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Chultan Zombie: See Zombie Chultan.
Citizen Aerorian Ghost: See Ghost Aerorian Citizen
Claw Great: See Ghost Worg, Great Claw.
Cloud Giant: See Giant Cloud.
Cloud Giant Ghost: See Ghost Giant Cloud,.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. (Icewind Dale – Rise of the Frost Maiden)
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden. (Icewind Dale – Rise of the Frost Maiden)
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker. (Icewind Dale – Rise of the Frost Maiden)
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Consortium of Three: See Flameskull, Consortium of Three.
Corliss: See Brain in a Jar, Corliss.
Council Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld. (Waterdeep Dragonheist)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Crawling.
Creature Skeletal: See Skeletal Creature.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Crisann: See Will-o'-Wisp, Crisann.
Ctenmiir: See Vampire, Ctenmiir.
Ctenmiir: See Vampire Dwarf, Ctenmiir.
Cyrog: See Undead Elder Brain, Cyrog.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Dalaen, Old: See Ghost, Old Dalaen.
Dangerous Undead: See Undead Dangerous.
Darakhul: See Ghoul Darakhul.
Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Darvanos: See Vampire Spawn, Darvanos.
Dead Hag Sea Spirit: See Spirit Dead Hag Sea.
Dead Restless: See Restless Dead.
Dead Risen: See Risen Dead.
Dead Sailor Spirit: See Spirit Dead Sailor.
Dead Soul-Bound: See Undead Soul-Bound, Soul-Bound Dead.
Dead Sea Hag Spirit: See Spirit Dead Hag Sea.
Dead Vengeful: See Vengeful Dead.
Dead Walking: See Walking Dead.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Knight, Pentrakath: ?
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight. (Waterdeep Dungeon of the Mad Archmage)
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Netherskull: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull. (Waterdeep Dungeon of the Mad Archmage)
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy. (Wayfinders Guide to Eberron)
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants. (Wayfinders Guide to Eberron)
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathlock Wight Chosen of Auril, Heldrun Arnsfirth: ?
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Defender Undead: See Undead Defender.
Defiler of Wizards: See Wraith, Klannk, Defiler of Wizards.
Delvingstone, Keresta: See Vampire Cleric, Keresta Delvingstone.
Delvingstone, Keresta: See Vampire Spawn, Keresta Delvingstone.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
A demilich is what becomes of a lich that neglects to feed souls into its phylactery. (Icewind Dale – Rise of the Frost Maiden)
Demilich, Branta Lyntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster. (Waterdeep Dungeon of the Mad Archmage)
Demilich, Kazit Gul: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich. (Tales of the Yawning Portal)
Demilich, Oleyahs: ?
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Demilich Netherese, Iriolarthas: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach. (Icewind Dale – Rise of the Frost Maiden)
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death. (Icewind Dale – Rise of the Frost Maiden)
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust. (Icewind Dale – Rise of the Frost Maiden)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Desiccated Mummy: See Mummy Desiccated, Mummy, Zombie.
Deviana: See Vampire Spawn, Deviana.
Devkarin Lich: See Lich Devkarin.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Dezmyr Shadowdusk: See Death Knight, Dezmyr Shadowdusk.
Diderius: See Mummy Lord, Diderius.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair. (Sword Coast Adventurer's Guide)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (The Rise of Tiamat)
The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster. (Tyranny of Dragons)
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path." (Tyranny of Dragons)
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory. (Tyranny of Dragons)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (Tyranny of Dragons)
Dracolich, Kistarianth the Red: ?
Dracolich Adult Blue: See Dracolich Blue Adult.
Dracolich Adult Red: See Dracolich Red Adult
Dracolich Ancient Black: See Dracolich Black Ancient.
Dracolich Ancient White: See Dracolich White Ancient.
Dracolich Black Ancient, Oracs the Enduring: ?
Dracolich Blue Adult: ?
Dracolich Blue Adult, Lynnorax: ?
Dracolich Blue Adult, Zizokrishka: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable. (Candlekeep Mysteries)
Dracolich Dragon Cave, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Dracolich Red Adult: ?
Dracolich White Ancient, Vorugal: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich. (Explorer's Guide to Wildemount)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragon Spectral: See Spectral Dragon.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Drakareth: See Wraith, Drakareth.
Draugir: See Undead Mount, Draugir.
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. (Tales of the Yawning Portal)
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time. (Tales of the Yawning Portal)
Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life. (Tyranny of Dragons)
No race is immune from being transformed into a dread warrior. (Tyranny of Dragons)
Drelzna: See Vampire, Drelzna.
Drifter Returned: See Returned Drifter.
Drinker Blood Vampire: See Vampire Blood Drinker.
Drinker Mind Vampire: See Vampire Mind Drinker.
Drovath Harrn: See Wight, Drovath Harrn.
Drow Ghoul: See Ghoul Drow.
Drow One-Handed Skeleton: See Skeleton Drow One-Handed.
Drow Skeleton : See Skeleton Drow.
Drow Vampire: See Vampire Drow.
Drow Zombie: See Zombie Drow.
Drowned, Drowned One, Drowned Undead, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
The undead remains of those who lost their lives when their ships sunk. (Locathah Rising (5e))
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea. (Locathah Rising (5e))
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning. (Locathah Rising (5e))
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures. (Locathah Rising (5e))
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars. (Locathah Rising (5e))
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army. (Locathah Rising (5e))
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead. (Locathah Rising (5e))
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars. (Locathah Rising (5e))
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: Gar Shatterkeel Lair Action. (Locathah Rising (5e))
Drowned Master: ?
Drowned One: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Undead: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drudge Fungus: See Fungus Drudge.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duergar Mummy: See Mummy Duergar.
Duergar Mummy Lord: See Mummy Lord Duergar.
Duhlark Kolat: See Flameskull, Duhlark Kolat.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Dunstan: See Brain in a Jar, Dunstan.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Dwarf Skeleton: See Skeleton Dwarf.
Dwarf Specter: See Specter Dwarf.
Dwarf Tomb: See Wight, Tomb Dwarf.
Dwarf Vampire: See Vampire Dwarf.
Dwarf Zombie: See Zombie Dwarf.
Dwarven Ghost: See Ghost Dwarven.
Editha: See Brain in a Jar, Editha.
Ehlissa: See Brain in a Jar, Queen Ehlissa.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Eidolon: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned; its identity manifests as a spirit-like eidolon. (Mythic Odysseys of Theros)
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Eidolon, Phenax: ?
Eidolon Flitterstep: ?
Eidolon Flitterstep, Varyas: ?
Eidolon Ghostblade: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. (Mythic Odysseys of Theros)
Eigeron: See Ghost Giant Cloud, Eigeron.
Elder Brain Undead: See Undead Elder Brain.
Elder Vampire: See Vampire Elder.
Eldrath: See Vampire Spawn Human, Eldrath.
Elf Lich: See Lich Elf.
Elf Moon Mummy: See Mummy Elf Moon.
Elf Specter: See Specter Elf.
Elf Spirit: See Spirit Elf.
Elf Undead: See Undead Elf.
Elf Vampire: See Vampire Elf.
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Enezesku: See Ghost Obzedat, Enezesku.
Enlightened One: See Brain in a Jar, Enlightened One.
Ephram, Zil: See Zombie, Zil Ephram.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erebos: See Returned, Erebos.
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual). (Guildmasters Guide to Ravnica)
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence. (Guildmasters Guide to Ravnica)
Escher: See Vampire Spawn, Escher.
Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army. (Plane Shift: Amonkhet)
Evil Undead: See Undead Evil.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ezra: See Vampire Spawn, Ezra.
Ezzat: See Lich, Ezzat.
Fallen Mage: See Unhallowed Fallen Mage.
Fallen Warrior: See Unhallowed Fallen Warrior.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fautomni: See Ghost Obzedat, Fautomni.
Ferol Sal: See Wight, Ferol Sal.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Fidelio: See Ghost, Fidelio.
Fierce Horror Undead: See Undead Horror Fierce.
Fierce Undead Horror: See Undead Horror Fierce.
Fiery Zombie: See Zombie Fiery.
Fishbone Jim: See Ghost, Fishbone Jim.
Fistandantalus: See Undying Wizard, Fistandantalus.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Lost Mine of Phandelver)
Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices. (Waterdeep Dungeon of the Mad Archmage)
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards. (Waterdeep Dungeon of the Mad Archmage)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity. (Candlekeep Mysteries)
Flameskull, Duhlark Kolat: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull. (Waterdeep Dragonheist)
Flameskull, Trenzia: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull. (Waterdeep Dungeon of the Mad Archmage)
Flitterstep Eidolon: See Eidolon Flitterstep.
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Free-Thinking Soldier Undead: See Undead Soldier Free-Thinking.
Free-Thinking Undead Soldier: See Undead Soldier Free-Thinking.
Frost Giant: See Giant Frost.
Frost Giant Skeleton: See Skeleton Giant Frost.
Frost Giant Zombie: See Zombie Giant Frost.
Frug: See Mummy Gnome, Frug.
Fungal Servant: ?
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies. (Guildmasters Guide to Ravnica)
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed. (Guildmasters Guide to Ravnica)
Furdahl, Mynarc: See Undead Warlock, Mynarc Furdahl.
Garke, Halleth: See Revenant, Halleth Garke.
Gaston: See Vampire Spawn, Gaston.
Gath: See Lich-Priest Gath.
Geist: The restless spirits of the dead. (Plane Shift: Innistrad)
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep. (Plane Shift: Innistrad)
Geists have always been a presence on Innistrad. (Plane Shift: Innistrad)
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life. (Plane Shift: Innistrad)
Geist Benevolent Green-Aligned: Rarely, human spirits return as benevolent green-aligned geists. (Plane Shift: Innistrad)
Geist Green-Aligned Benevolent: See Geist Benevolent Green-Aligned.
Geist Red-Aligned Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists. (Plane Shift: Innistrad)
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait. (Candlekeep Mysteries)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. (Guildmasters Guide to Ravnica)
A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death. (Lost Laboratory of Kwalish (5e))
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger. (Out of the Abyss)
All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (Tales of the Yawning Portal)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Algarr Grimtide: ?
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Burrow Warden Jadger: ?
Ghost, Caladorn Cassalanter: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep. (Waterdeep Dragonheist)
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor." (Waterdeep Dragonheist)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Fishbone Jim: ?
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, High Necromancer Cadavix: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Ilda: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (The Rise of Tiamat)
Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (Tyranny of Dragons)
This is a creature whose spirit is tied to the world out of anguish. (Tyranny of Dragons)
Ghost, Janth Alowar: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Kolat Brother: ?
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Malkolm Brizzenbright The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place. (Waterdeep Dragonheist)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pelek: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido, (Out of the Abyss)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Reulek: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest. (Princes of the Apocalypse)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Sorlan: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room. (Tales of the Yawning Portal)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, The Blue Lady: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite. (Return to Glory)
Ghost, The White Lady of Lac Dinneshere: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Udhask: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot. (Out of the Abyss)
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost, Zyrian the Scrivener: ?
Ghost Aerorian Citizen: ?
Ghost Ancestor: ?
Ghost Angry: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles. (Wayfinders Guide to Eberron)
Ghost Assassin's: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Citizen Aerorian: See Ghost Aerorian Citizen
Ghost Cloud Giant: See Ghost Giant Cloud.
Ghost Council: See Ghost Obzedat, Ghost Council, Patriarch.
Ghost Dust Goblin, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Dwarven: ?
Ghost Elven Wizard: ?
Ghost Ghostly Drake: ?
Ghost Giant Cloud: ?
Ghost Giant Cloud, Eigeron: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn. (Storm King's Thunder)
Ghost Grieving, Sarah: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor. (Candlekeep Mysteries)
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Hooded, Ruid: ?
Ghost Hostile: ?
Ghost Insane Mage Dwarf, Arundil: Arundil's ghost is tormented by grief and shame over abandoning his kin to die. (Tales of the Yawning Portal)
Ghost Merfolk, Siburath: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain. (Tortle Package (5e))
Ghost Obzedat, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes. (Guildmasters Guide to Ravnica)
Ghost Obzedat, Karlov, Grandfather: ?
Ghost Obzedat, Enezesku: ?
Ghost Obzedat, Fautomni: ?
Ghost Obzedat, Vuliev: ?
Ghost Obzedat, Xil Xaxosz: ?
Ghost Orc, Hinsha: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death. (Return to Glory)
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power. (Return to Glory)
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing. (Return to Glory)
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.(Return to Glory)
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients. (Return to Glory)
Ghost Restless: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business. (Mythic Odysseys of Theros)
Ghost Spellcasting, Nass Lantomir: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. (Icewind Dale – Rise of the Frost Maiden)
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. (Icewind Dale – Rise of the Frost Maiden)
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb. (Icewind Dale – Rise of the Frost Maiden)
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. (Icewind Dale – Rise of the Frost Maiden)
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk. (Icewind Dale – Rise of the Frost Maiden)
Ghost Undead: See Undead Ghost.
Ghost Undead Centaur: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost Vengeful: ?
Ghost Worg, Great Claw: Great Claw was the leader of the worgs when the city fell. (Return to Glory)
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on. (Return to Glory)
Ghostblade Eidolon: See Eidolon Ghostblade.
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall. (Icewind Dale – Rise of the Frost Maiden)
Ghostly Undead: See Undead Restless, Ghostly Undead.
Ghostly Undead Spirit: See Undead Spirit Ghostly.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.” (Waterdeep Dungeon of the Mad Archmage)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Muiral made the ghouls using the corpses of adventurers and drow. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
Create Undead spell. (5e SRD v 5.1)
Create Undead spell. (Player's Handbook)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Orcus lair action. (Out of the Abyss)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul: See Unhallowed, Ghoul.
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Aquatic: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite. (Princes of the Apocalypse)
Ghoul Beggar: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Drow: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. (Waterdeep Dungeon of the Mad Archmage)
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul Ghast Hungry: ?
Ghoul Ghoulish Derro: ?
Ghoul Imperial: ?
Ghoul Iron: ?
Ghoul Lacedon: ?
Ghoul Large: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Screaming: ?
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Cloud Ghost: See Ghost Giant Cloud.
Giant Frost Skeleton: See Skeleton Giant Frost.
Giant Frost Zombie: See Zombie Giant Frost.
Giant Skeleton: See Skeleton Giant.
Giant Storm Skeleton: See Skeleton Giant Storm.
Giant Turtle Undead: See Undead Turtle Giant.
Giant Undead: See Haunting Ancestor, Undead Giant.
Giant Undead Turtle: See Undead Turtle Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Gilgeam: ?
Girallon Zombie: See Zombie Girallon.
Githyanki Lich: See Lich Githyanki.
Glass Armature: ?
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated. (Guildmasters Guide to Ravnica)
Gloine Nathair-Nathair: See Undead Medusa, Gloine Nathair-Nathair.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Vampire: See Vampire Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Gnome Mummy: See Mummy Gnome.
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God Undead: See Undead God.
God Vampire: See Vampire God.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gorka Tharn: See Mummy Lord Duergar, Gorka Tharn.
Gorra: See Wight, Withers, Gorra.
Grand Master: See Brain in a Jar, Grand Master.
Grandfather: See Ghost Obzedat, Karlov, Grandfather.
Gray Thirster, Grey Thirster: ?
Grazthrae: See Banshee, Grazthrae.
Great Claw: See Ghost Worg, Great Claw.
Greater Zombie: See Zombie Greater.
Green-Aligned Benevolent Geist: See Geist Benevolent Green-Aligned.
Grey Thirster: See Gray Thirster, Grey Thirster.
Grieving Ghost: See Ghost Grieving.
Grimtide, Algarr: See Ghost, Algarr Grimtide.
Guardian Skeleton: See Skeleton Guardian.
Guardian Undead: See Undead Guardian.
Gul, Kazit: See Demilich, Kazit Gul.
Gul, Kazit: See Lich, Kazit Gul.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Hag Sea Dead Spirit: See Spirit Dead Hag Sea.
Halleth Garke: See Revenant, Halleth Garke.
Hands of the Dead: ?
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Harrn, Drovath: See Wight, Drovath Harrn.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Hate-Filled Apparition, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Hector: See Vampire Spawn, Hector.
Hekella: See Vampire Spawn, Hekella.
Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Helmdar: See Skeleton Giant Storm, Helmdar.
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hexacali: See Bone Naga, Hexacali.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Necromancer Cadavix: See Ghost, High Necromancer Cadavix.
High Priest Jellified Kenku Undead: See Undead Kenku Jellified High Priest.
High Priest Kenku Jellified Undead: See Undead Kenku Jellified High Priest.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
High Priest Undead Jellified Kenku: See Undead Kenku Jellified High Priest.
High Priest Undead Kenku Jellified: See Undead Kenku Jellified High Priest.
Hinsha: See Ghost Orc, Hinsha.
Hooded Ghost: See Ghost Hooded.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horrible Undead: See Undead Horrible.
Horror: See Zombie Ghost Head Goblin Horror.
Horror Fierce Undead: See Undead Horror Fierce.
Horror Undead: See Undead Horror.
Horror Unnamable: See Undead Spirit of Unnamable Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Horse Undead: See Undead Horse.
Hostile Ghost: See Ghost Hostile.
Howler: See Wraith Worg, Howler.
Human Vampire: See Vampire Human.
Human Vampire Spawn: See Vampire Spawn Human.
Human Well-Preserved Zombie: See Zombie Human Well-Preserved.
Human Zombie: See Zombie Human.
Humanoid Skeleton: See Skeleton Humanoid.
Hungry Ghast: See Ghoul Ghast Hungry.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Hunt Lord: See Wight, Hunt Lord.
Husk Zombie: See Zombie Husk.
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Icewind Kobold Zombie: See Zombie Kobold Icewind.
Ilda: See Ghost, Ilda.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Ilsuban: See Vampire Spawn, Ilsuban.
Imbued With Positive Energy Undead: See Undead Imbued With Positive Energy.
Imperial Ghoul: See Ghoul Imperial.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Indentured Spirit: See Spirit Indentured.
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Iniarv: See Lich, Iniarv.
Insane Ghost: See Ghost Insane.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iriolarthas: See Demilich Netherese, Iriolarthas.
Iriolarthas: See Lich Netherese, Iriolarthas.
Iron Ghoul: See Ghoul Iron.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Issem: See Vampire Human, Issem.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Ivy Poison White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Jadger: See Ghost, Burrow Warden Jadger.
Jander Sunstar: See Vampire, Jander Sunstar.
Janth Alowar: See Ghost, Janth Alowar.
Jarad Vod Savo: See Lich Elf, Jarad Vod Savo.
Jarl Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Javor: See Revenant, Chieftan Javor.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual, Jelayne.
Jellified High Priest Kenku Undead: See Undead Kenku Jellified High Priest.
Jellified High Priest Undead Kenku: See Undead Kenku Jellified High Priest.
Jellified Kenku High Priest Undead: See Undead Kenku Jellified High Priest.
Jellified Kenku Undead High Priest: See Undead Kenku Jellified High Priest.
Jim Fishbone: See Ghost, Fishbone Jim.
Juggernaut Skeletal: See Skeletal Juggernaut.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kakomantis Returned: See Returned Kakomantis.
Kaltro, Sephek: See Sephek Kaltro.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karlov: See Ghost Obzedat, Karlov, Grandfather.
Karrnathi Undead: See Undead Karrnathi.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Kazit Gul: See Demilich, Kazit Gul.
Kazit Gul: See Lich, Kazit Gul.
Kazraat, Shaxan: See Mummy Lord, Shaxan Kazraat.
Keeper of Secrets: See Lich-God, Vecna, Keeper of Secrets.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Kenku High Priest Jellified Undead: See Undead Kenku Jellified High Priest.
Kenku High Priest Undead Jellified: See Undead Kenku Jellified High Priest.
Kenku Jellified High Priest Undead: See Undead Kenku Jellified High Priest.
Kenku Jellified Undead High Priest: See Undead Kenku Jellified High Priest.
Kenku Undead High Priest Jellified: See Undead Kenku Jellified High Priest.
Kenku Undead Jellified High Priest: See Undead Kenku Jellified High Priest.
Keoghtom: See Brain in a Jar, Keoghtom.
Keresta Delvingstone: See Vampire Cleric, Keresta Delvingstone.
Keresta Delvingstone: See Vampire Spawn, Keresta Delvingstone.
Key Skeleton: See Skeleton Key.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
Kiaransalee: ?
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Kaius I of Karrnath: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
King Shadow: See Lich, Larloch, The Shadow King.
King Undying: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Kistarianth the Red: See Dracolich, Kistarianth the Red.
Klannk: See Wraith, Klannk, Defiler of Wizards.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kobold Icewind Zombie: See Zombie Kobold Icewind.
Kobold Vampire Spawn: See Vampire Spawn Kobold.
Kolat Brother: See Ghost, Kolat Brother.
Kolat, Duhlark: See Flameskull, Duhlark Kolat.
Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lacedon: See Ghoul Lacedon.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Blue: See Ghost, The Blue Lady.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Lady White: See Specter Poltergeist, The White Lady.
Lantomir, Nass: See Ghost Spellcasting, Nass Lantomir.
Large Ghoul: See Ghoul Large.
Larloch: See Lich, Larloch, The Shadow King.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. (Candlekeep Mysteries)
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures. (Candlekeep Mysteries)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power. (Plane Shift: Innistrad)
Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind. (Sword Coast Adventurer's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Arcturia: ?
Lich, Azalin: ?
Lich, Branta Myntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. (Waterdeep Dungeon of the Mad Archmage)
Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, Ezzat: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain. (Waterdeep Dungeon of the Mad Archmage)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Iniarv: ?
Lich, Jeff Magic: ?
Lich, Kazit Gul: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Larloch, The Shadow King: ?
Lich, Lottie: ?
Lich, Maddgoth: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Storrev: ?
Lich, Svogthir: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle. (Guildmasters Guide to Ravnica)
Lich, Tarul Var: ?
Lich, Varalla: ?
Lich, Xonthal: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. (Tyranny of Dragons)
Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich Archlich, Acererak the Eternal: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak. (Tales of the Yawning Portal)
Lich Devkarin: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari. (Guildmasters Guide to Ravnica)
Various forms of fungus grow in and over the rotting flesh to hold the body together. (Guildmasters Guide to Ravnica)
Lich Elf: ?
Lich Elf, Jarad Vod Savo: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos. (Guildmasters Guide to Ravnica)
Lich Elf, Valindra Shadowmantle: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Lichen: Lichen liches are the undead remnants of powerful druids. (Candlekeep Mysteries)
Lich Lichen, Xanthoria: Xanthoria was a powerful druid who transformed herself into a lichen lich. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders. (Candlekeep Mysteries)
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom. (Candlekeep Mysteries)
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich. (Candlekeep Mysteries)
Lich Lord, Szass Tam: ?
Lich Lord, God, Vecna, The Whispered One: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria. (Explorer's Guide to Wildemount)
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate. (Explorer's Guide to Wildemount)
Lich Netherese, Iriolarthas: ?
Lich Powerful, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lich Sort of, Ooze Master: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze. (Tales of the Yawning Portal)
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze. (Tales of the Yawning Portal)
The Ooze Master is a sort of lich. (Tales of the Yawning Portal)
Lich Terrible, Vecna, The Whispered One: ?
Lich-God, Vecna, Keeper of Secrets: ?
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen.
Lich-Queen Vol: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lichen Lich: See Lich Lichen.
Liddie "Slurtongue" Peddlekant: See Ghost, Liddie "Slurtongue" Peddlekant.
Lightdrinker, Zorak: See Vampire Dwarf, Zorak Lightdrinker.
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Hunt: See Wight, Hunt Lord.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Hand and the Eye: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Lynnorax: See Dracolich Blue Adult, Lynnorax.
Lyntion, Branta: See Demilich, Branta Lyntion.
Lyntion, Branta: See Lich, Branta Lyntion.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Madannith, Tebran: See Vampire Drow, Tebran Madannith.
Maddgoth: See Lich, Maddgoth.
Mage Fallen: See Unhallowed Fallen Mage.
Mage Undead: See Undead Mage.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Malevolent Spirit: See Spirit Malevolent.
Malkolm Brizzenbright See Ghost, Malkolm Brizzenbright.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master Drowned: See Drowned Master.
Master Grand: See Brain in a Jar, Grand Master.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Master Ooze: See Lich Sort of, Ooze Master.
Maurer, Strefan: See Vampire, Strefan Maurer, Strefan the Fiend.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Mechanical Skeleton: See Skeleton Mechanical.
Medusa Undead: See Undead Medusa.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Mera Vacross: See Vampire, Mera Vacross.
Merfolk Ghost: See Ghost Merfolk.
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Miirym the Spectral Wyrm: See Spectral Dragon, Miirym the Spectral Wyrm.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Drinker Vampire: See Vampire Mind Drinker.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding: ?
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Mindless Undead: See Undead Mindless.
Minion Undead: See Undead Minion.
Minotaur Skeleton: See Skeleton Minotaur.
Minotaur Undead: See Undead Minotaur.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Modified Skeleton: See Skeleton Modified.
Mold-Encrusted Skeleton: See Skeleton Mold-Encrusted.
Monstrosity Undead: See Undead Monstrosity.
Moon Elf Mummy: See Mummy Elf Moon.
Moonstar, Vanrak: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Morgia, Sandesyl: See Vampire Elf, Sandesyl Morgia.
Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Mortin, Artor: See Vampire, Artor Mortin, The Baron of Blood.
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mound Shambling Undead: See Undead Shambling Mound.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn. (Icewind Dale – Rise of the Frost Maiden)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Create Undead spell, 9th level or higher slot. (Player's Handbook)
Mummy: See Mummy Desiccated, Mummy, Zombie.
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Centaur: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld. (Tales of the Yawning Portal)
Mummy Desiccated, Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains. (Plane Shift: Amonkhet)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Duergar: ?
Mummy Entombed in Lazotep, Undead Soldier: Unknown to any of the plane’s inhabitants, the entire society of Amonkhet has been manipulated by Nicol Bolas, who has seized control of the world, the gods, and the magic of the plane. Bolas chose this plane for his schemes because of the presence of a magical substance called lazotep, which interacts with the magic of necromancy in strange and powerful ways. Conveniently, he also found here a pious, structured civilization that he could easily subvert to his own purposes. Making himself the God-Pharaoh, he brought the gods themselves under his control, and eliminated anyone who tried to stand against him. Then he transformed the world into a factory designed to produce a huge army of perfect undead soldiers—mummies embalmed in lazotep. (Plane Shift: Amonkhet)
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army. (Plane Shift: Amonkhet)
Mummy Elf Moon, Sahnar: ?
Mummy Gnome, Frug: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed. (Candlekeep Mysteries)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Lord, Diderius: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (The Rise of Tiamat)
When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (Tyranny of Dragons)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Lord, Shaxan Kazraat: ?
Mummy Lord, Valin Sarnaster: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book. (Candlekeep Mysteries)
Mummy Lord Duergar, Gorka Tharn: ?
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions. (Tales of the Yawning Portal)
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Mummy Su-Monster: ?
Murderer Undead: See Unhallowed Undead Murderer.
Murderous Undead: See Undead Murderous.Musician Ghostly: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Mynarc Furdahl: See Undead Warlock, Mynarc Furdahl.
Naergoth Bladelord: See Wight, Naergoth Bladelord.
Naga Bone: See Bone Naga.
Nass Lantomir: See Ghost Spellcasting, Nass Lantomir.
Nath: See Vampire Spawn, Nath.
Nathair-Nathair, Gloine: See Undead Medusa, Gloine Nathair-Nathair.
Necromancer High Cadavix: See Ghost, High Necromancer Cadavix.
Necrophage: See Ghoul Darakhul Necrophage.
Negatively Charged Undead: See Undead Negatively Charged.
Neonate Vampire: See Vampire Neonate.
Nepartak: ?
Netherese Demilich: See Demilich Netherese.
Netherese Esoteric Orchestra Troubled Spirit: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Netherese Lich: See Lich Netherese.
Netherskull: See Death Tyrant, Netherskull.
Nerozar the Defeated: See Zombie Beholder, Nerozar the Defeated.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightshade: ?
Nightveil Specter: See Specter Nightveil.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Nolzur: See Brain in a Jar, Nolzur.
Null: See Vampire Null.
Oak Black of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Obzedat Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Ogre Skeleton: See Skeleton Ogre.
Ogre Zombie: See Zombie Ogre.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Oleyahs: See Demilich, Oleyahs.
One Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
One Enlightened: See Brain in a Jar, Enlightened One.
One Whispered: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
One Whispered: See Lich Lord, God, Vecna, The Whispered One.
One Whispered: See Lich Terrible, Vecna, The Whispered One.
One-Handed Drow Skeleton: See Skeleton Drow One-Handed.
Ooze Master: See Lich Sort of, Ooze Master.
Oracs the Enduring: See Dracolich Black Ancient, Oracs the Enduring.
Orc Ghost: See Ghost Orc.
Orc Undead: See Undead Orc.
Orgupash: See Lich, Archlich Orgupash.
Orzhov Spirit: See Spirit Orzhov.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Palamnite Returned: See Returned Palamnite.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patriarch: See Ghost Obzedat, Ghost Council, Patriarch.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Peddlekant, Liddie: See Ghost, Liddie "Slurtongue" Peddlekant.
Pelek: See Ghost, Pelek.
Pentrakath: See Death Knight, Pentrakath.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Phenax: See Eidolon, Phenax.
Phenax: See Returned, Phenax.
Phylaskia: ?
Pidlwick: See Ghost, Pidlwick.
Pillia Ravenosa: See Vampire, Pillia Ravenosa.
Pixelated Skeleton: See Skeleton Pixelated.
Pixelated Zombie: See Zombie Pixelated.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poison Ivy White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Poltergeist: See Specter Poltergeist.
Poltergeist: See Geist Red-Aligned Poltergeist.
Pony Skeletal Slinger: See Skeletal Pony Slinger.
Pony Slinger Skeletal: See Skeletal Pony Slinger.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Positive Energy Imbued Undead: See Undead Imbued With Positive Energy.
Powerful Lich, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Priest Undead: See Undead Priest.
Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Putrid Undead Spirit: See Undead Spirit Putrid.
Quaal: See Brain in a Jar, Quaal.
Queen Ehlissa: See Brain in a Jar, Queen Ehlissa.
Queen of Death: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Raider Returned: See Returned Raider.
Ranger Dark: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Rat Animal Zombie: See Zombie Animal Rat.
Rat Zombie Animal: See Zombie Animal Rat.
Rats Skeletal Swarm of: See Skeletal Rats Swarm of.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Ravenosa, Pillia: See Vampire, Pillia Ravenosa.
Ravenous Undead: See Undead Ravenous.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Red Adult Dracolich: See Dracolich Red Adult
Red-Aligned Geist Poltergeist: See Geist Red-Aligned Poltergeist.
Reduced-Threat Wight: See Wight Reduced-Threat.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Restless Dead: ?
Restless Ghost: See Ghost Restless.
Restless Spirit: See Spirit Restless.
Restless Undead: See Undead Restless
Restless Undead: See Undead Restless, Ghostly Undead.
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. (Mythic Odysseys of Theros)
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. (Mythic Odysseys of Theros)
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Returned, Erebos: ?
Returned, Phenax: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
Returned, Tymaret the Murder King: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax. (Mythic Odysseys of Theros)
Returned Bandit: ?
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. (Mythic Odysseys of Theros)
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities. (Mythic Odysseys of Theros)
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. (Mythic Odysseys of Theros)
Returned Raider: ?
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. (Mythic Odysseys of Theros)
Returned Sentry Triton: ?
Reulek: See Ghost, Reulek.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
Revenant, Chieftan Javor: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt. (Princes of the Apocalypse)
Revenant, Halleth Garke: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him. (Waterdeep Dungeon of the Mad Archmage)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Rhylzar: See Vampire Spawn, Rhylzar.
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Risen Blacksmith: See Unhallowed Risen Blacksmith.
Risen Dead: ?
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Rose: See Vampire Spawn, Rose.
Ruby: See Vampire Neonate, Twin of Mauer Estate, Ruby.
Ruid: See Ghost Hooded, Ruid.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Sabatene Xilzzrin: See Vampire Drow, Sabatene Xilzzrin.
Sahnar: See Mummy Elf Moon, Sahnar.
Sailor Dead Spirit: See Spirit Dead Sailor.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sal, Ferol: See Wight, Ferol Sal.
Sandesyl Morgia: See Vampire Elf, Sandesyl Morgia.
Sarah: See Ghost Grieving, Sarah.
Sarnaster, Valin: See Mummy Lord, Valin Sarnaster.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Savo Jarad: See Lich Elf, Jarad Vod Savo.
Scholar Undead: See Undead Scholar.
Scream Primal: See Banshee, Yurtriel, The Primal Scream.
Screaming Ghoul: See Ghoul Screaming.
Sea Hag: See Hag Sea.
Sea Hag Dead Spirit: See Spirit Dead Hag Sea.
Sentry Returned: See Returned Sentry.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him. (Icewind Dale – Rise of the Frost Maiden)
Servant Fungal: See Fungal Servant.
Servant Undead: See Undead Servant.
Servitor Spectral Undead: See Undead Spectral Servitor.
Servitor Undead Spectral: See Undead Spectral Servitor.
Severed Arm Undead Archmage: See Undead Archmage Arm Severed.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well. (Icewind Dale – Rise of the Frost Maiden)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Princes of the Apocalypse Adventure Supplement 1.0)
The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn. (Waterdeep Dragonheist)
If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later. (Waterdeep Dungeon of the Mad Archmage)
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it. (Waterdeep Dungeon of the Mad Archmage)
Shadow King: See Lich, Larloch, The Shadow King.
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders. (Tortle Package (5e))
Shadowdusk, Dezmyr: See Death Knight, Dezmyr Shadowdusk.
Shadowdusk, Zalthar: See Death Knight, Zalthar Shadowdusk.
Shadowghast: ?
Shadowmantle, Valindra: See Lich Elf, Valindra Shadowmantle.
Shambling Mound Undead: See Undead Shambling Mound.
Shanglian, Velima: See Vampire, Velima Shanglian.
Shaxan Kazraat: See Mummy Lord, Shaxan Kazraat.
Shemshime: See Spirit Malevolent, Shemshime.
Siburath: See Ghost Merfolk, Siburath.
Silas Folly: See Ghoul Darakhul, Silas Folly.
Silvershield, Torlin: See Wight Chosen of Bhaal, Torlin Silvershield.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore. (Explorer's Guide to Wildemount)
Skeletal Alchemist: ?
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Beast: ?
Skeletal Creature: ?
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: ?
Skeletal Pony Slinger: ?
Skeletal Rats Swarm of: ?
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse, Skeletal Rider.
Skeletal Slinger Pony: See Skeletal Pony Slinger.
Skeletal Songbird: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeletal Undead Spirit: See Undead Spirit Skeletal.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Lost Mine of Phandelver)
Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities. (Out of the Abyss)
The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton. (Waterdeep Dragonheist)
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them. (Waterdeep Dragonheist)
Losser is stealing bones from the City of the Dead to create an army of animated skeletons. (Waterdeep Dragonheist)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Haunted Effect 56-60 of Haunted supernatural region. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Burning: ?
Skeleton Drow One-Handed: ?
Skeleton Dwarf: ?
Skeleton Frost Giant: See Skeleton Giant Frost.
Skeleton Giant: ?
Skeleton Giant Frost: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. (Icewind Dale – Rise of the Frost Maiden)
Skeleton Giant Frost Wielding a Rusty Anchor: ?
Skeleton Giant Storm, Helmdar: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. (Candlekeep Mysteries)
Skeleton Guardian: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea. (Sword Coast Adventurer's Guide)
Skeleton Humanoid: ?
Skeleton Key: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff: ?
Skeleton Mechanical: ?
Skeleton Minotaur: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead. (Return to Glory)
Skeleton Mold-Encrusted: ?
Skeleton Ogre: ?
Skeleton One-Handed Drow: See Skeleton Drow One-Handed.
Skeleton Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Storm Giant: See Skeleton Giant Storm.
Skeleton Thunderbeast: ?
Skeleton Tiefling: The gondola and the skeletal ferryman are all creations of Halaster. (Waterdeep Dungeon of the Mad Archmage)
Skeleton Unusual, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons. (Storm King's Thunder)
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command. (Storm King's Thunder)
Skeleton Warhorse, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Slave Undead: See Undead Slave.
Slinger Pony Skeletal: See Skeletal Pony Slinger.
Slinger Skeletal Pony: See Skeletal Pony Slinger.
Slurtongue: See Ghost, Liddie "Slurtongue" Peddlekant.
Small Yellow Musk Zombie: See Zombie Yellow Musk Small.
Snake Animal Zombie: See Zombie Animal Snake.
Snake Zombie Animal: See Zombie Animal Snake.
Snoof: See Wraith Worg, Snoof.
Snow Maiden: ?
Soldier Undead: See Mummy Entombed in Lazotep, Undead Soldier.
Soldier Undead Free-Thinking: See Undead Soldier Free-Thinking.
Songbird Skeletal: See Skeletal Songbird.
Sorlan: See Ghost, Sorlan.
Sort of Lich: See Lich Sort of.
Soth: See Death Knight, Lord Soth.
Soul-Bound Dead: See Undead Soul-Bound, Soul-Bound Dead.
Soul-Bound Undead: See Undead Soul-Bound, Soul-Bound Dead.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber. (Hoard of the Dragon Queen)
A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world. (Mythic Odysseys of Theros)
Brysis's four servants have arisen at her command as specters. (Out of the Abyss)
These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane. (Princes of the Apocalypse)
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living. (Princes of the Apocalypse)
If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them. (Storm King's Thunder)
The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (The Rise of Tiamat)
The evil remnant of a dead explorer has become a specter that attacks the party. (Tomb of Annihilation)
Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber. (Tyranny of Dragons)
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (Tyranny of Dragons)
The spirits of several dead members of the Cassalanter family are bound to this crypt. (Waterdeep Dragonheist)
The wraith killed the three drow (two females and one male) and turned their spirits into specters. (Waterdeep Dungeon of the Mad Archmage)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Wraith's Create Specter power. (Lost Laboratory of Kwalish (5e))
Wraith's Create Specter power. (The Rise of Tiamat)
Accursed Specter Warlock Hexblade power. (Xanathar's Guide to Everything)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Specter Dwarf: ?
Specter Elf: ?
Specter Nightveil: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. (Guildmasters Guide to Ravnica)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area. (Return to Glory)
Specter Poltergeist, Sylphene: ?
Specter Poltergeist, The White Lady: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Specter Poltergeist, Vazuk: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near. (Out of the Abyss)
Spectral Dragon, Miirym the Spectral Wyrm: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her. (Candlekeep Mysteries)
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library. (Candlekeep Mysteries)
Spectral Servitor Undead: See Undead Spectral Servitor.
Spectral Undead Servitor: See Undead Spectral Servitor.
Spellcaster Undead: See Undead Spellcaster.
Spellcasting Ghost: See Ghost Spellcasting.
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Child Twin: See Spirit Twin Child.
Spirit Dead Sailor: ?
Spirit Dead Hag Sea: ?
Spirit Dead Sea Hag: See Spirit Dead Hag Sea.
Spirit Elf: ?
Spirit Indentured: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude. (Guildmasters Guide to Ravnica)
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits. (Guildmasters Guide to Ravnica)
Spirit Malevolent, Shemshime: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. (Plane Shift: Zendikar)
Spirit of Unnamable Horror: See Undead Spirit of Unnamable Horror.
Spirit Orzhov: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Spirit Restless: ?
Spirit Tormented: See Tormented Spirit, Varushka.
Spirit Troubled Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Spirit Twin Child: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity. (Lost Laboratory of Kwalish (5e))
Spirit Undead: See Undead Spirit.
Spirit Unnamable Horror: See Undead Spirit of Unnamable Horror.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Stillmarsh, Arik: See Vampire, Arik Stillmarsh, Womford Bat.
Storm Giant: See Giant Storm.
Storm Giant Skeleton: See Skeleton Giant Storm.
Storrev: See Lich, Storrev.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Strefan Maurer: See Vampire, Strefan Maurer, Strefan the Fiend.
Strefan the Fiend: See Vampire, Strefan Maurer, Strefan the Fiend.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Su-Monster Mummy: See Mummy Su-Monster.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Svogthir: See Lich, Svogthir.
Swarm of Snakes Undead: See Undead Snakes Swarm of.
Swarm of Skeletal Rats: See Skeletal Rats Swarm of.
Swarm of Undead Snakes: See Undead Snakes Swarm of.
Swarm Skeletal: See Skeletal Swarm.
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Sylphene: See Specter Poltergeist, Sylphene.
Syrgaul Tammeraut: See Drowned Master, Syrgaul Tammeraut.
Szadek: See Vampire Mind Drinker, Szadek.
Szarr: See Ghost, Szarr.
Szass Tam: See Lich Lord, Szass Tam.
T'riizlin: See Banshee, T'riizlin.
Talanatha: See Vampire Spawn, Talanatha.
Tam, Szass: See Lich Lord, Szass Tam.
Tame Zombie: See Zombie Tame, Anointed.
Tammeraut, Syrgaul: See Drowned Master, Syrgaul Tammeraut.
Tarrasque Undead: See Undead Tarrasque.
Tarul Var: See Lich, Tarul Var.
Tebran Madannith: See Vampire Drow, Tebran Madannith.
Tekeli-Li: See Vampire Gnoll, Tekeli-Li.
Terrible Lich: See Lich Terrible.
Tharcion Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Tharn Gorka: See Mummy Lord Duergar, Gorka Tharn.
Thayan Wight, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
The Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Blue Lady: See Ghost, The Blue Lady.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
The Shadow King: See Lich, Larloch, The Shadow King.
The Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich Lord, God, Vecna, The Whispered One.
The Whispered One: See Lich Terrible, Vecna, The Whispered One.
The White Lady: See Specter Poltergeist, The White Lady.
The White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
The Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Thrall Undead: See Undead Thrall.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thunderbeast Skeleton: See Skeleton Thunderbeast
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tiefling Skeleton: See Skeleton Tiefling.
Tloques-Popolocas: See Vampire Spawn With Special Qualities, Tloques-Popolocas.
Tomb Dwarf: See Wight, Tomb Dwarf.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers. (Tortle Package (5e))
Torlin Silvershield: See Wight Chosen of Bhaal, Torlin Silvershield.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tozu: See Vampire Spawn, Tozu.
Treant Undead: See Undead Treant.
Tree Undead: See Undead Tree.
Trenzia: See Flameskull, Trenzia.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Triton Returned Sentry: See Returned Sentry Triton.
Troglodyte Zombie: See Zombie Troglodyte.
Troubled Spirit Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Tuerney the Merciless: See Brain in a Jar, Tuerney the Merciless.
Tugash: See Wraith, Tugash, Tusk of the North.
Turtle Giant Undead: See Undead Turtle Giant.
Turtle Undead Giant: See Undead Turtle Giant.
Tusk of the North: See Wraith, Tugash, Tusk of the North.
Twin Children Spirit: See Spirit Twin Children.
Twin of Mauer Estate: See Vampire Neonate, Twin of Mauer Estate.
Tymaret the Murder King: See Returned, Tymaret the Murder King.
Tyrannosaurus Zombie: See Zombie Tyrannosaurus.
Tyrant Death: See Death Tyrant, Beholder Death Tyrant.
Udhask: See Ghost, Udhask.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Archmage, Nester: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body. (Waterdeep Dungeon of the Mad Archmage)
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained. (Waterdeep Dungeon of the Mad Archmage)
Undead Archmage Arm Severed: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off. (Waterdeep Dungeon of the Mad Archmage)
Undead Behir: ?
Undead Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian. (Waterdeep Dungeon of the Mad Archmage)
Undead Centaur Ghost: See Ghost Undead Centaur.
Undead Cocatrice: ?
Undead Dangerous: ?
Undead Defender: ?
Undead Dragon: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
Undead Elder Brain, Cyrog: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog. (Out of the Abyss)
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath. (Out of the Abyss)
Undead Elf: ?
Undead Evil: ?
Undead Fierce Horror: See Undead Horror Fierce.
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. (Plane Shift: Zendikar)
Undead Ghostly: See Undead Restless, Ghostly Undead.
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Giant Turtle: See Undead Turtle Giant.
Undead Gnoll: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god. (Tales of the Yawning Portal)
Undead Guardian: ?
Undead Horrible: ?
Undead Horror: ?
Undead Horror Fierce: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors. (Guildmasters Guide to Ravnica)
Undead Horse: ?
Undead Imbued With Positive Energy: ?
Undead Jellified Kenku High Priest: See Undead Kenku Jellified High Priest.
Undead Karrnathi: ?
Undead Kenku High Priest Jellified: See Undead Kenku Jellified High Priest.
Undead Kenku Jellified High Priest: ?
Undead Mage: ?
Undead Medusa, Gloine Nathair-Nathair: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues. (Lost Laboratory of Kwalish (5e))
Undead Mindless: ?
Undead Minion: ?
Undead Minotaur: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities. (Wayfinders Guide to Eberron)
Undead Mound Shambling: See Undead Shambling Mound.
Undead Mount, Draugir: ?
Undead Murderer: See Unhallowed Undead Murderer.
Undead Murderous: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead. (Tomb of Annihilation)
Undead Negatively Charged: ?
Undead Orc: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Ravenous: ?
Undead Restless: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith. (Explorer's Guide to Wildemount)
Undead Restless, Ghostly Undead: Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana’s flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. (Plane Shift: Zendikar)
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Scholar: ?
Undead Servant: ?
Undead Servitor Spectral: See Undead Spectral Servitor.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones. (Waterdeep Dungeon of the Mad Archmage)
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. (Tales of the Yawning Portal)
Undead Snakes Swarm of: ?
Undead Soldier: See Mummy Entombed in Lazotep, Undead Soldier.
Undead Soldier Free-Thinking: ?
Undead Soul-Bound, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. (Tales of the Yawning Portal)
Undead Spectral Servitor: Most wraiths can transform those they have slain into spectral undead servitors. (Lost Mine of Phandelver)
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit of Unnamable Horror: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Undead Swarm of Snakes: See Undead Snakes Swarm of.
Undead Tarrasque: ?
Undead Thrall: ?
Undead Treant: ?
Undead Tree: ?
Undead Turtle Giant: ?
Undead Warlock, Mynarc Furdahl: ?
Undead Warrior: ?
Undead Wayward: ?
Undeath Amalgam: See Amalgam of Undeath.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Undying Soldier: ?
Undying Wizard, Fistandantalus: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Ukurlahmu: See Bone Naga, Ukurlahmu.
Unnamable Horror: See Undead Spirit of Unnamable Horror.
Unusual Skeleton: See Skeleton Unusual.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vacross, Mera: See Vampire, Mera Vacross.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Valin Sarnaster: See Mummy Lord, Valin Sarnaster.
Valindra Shadowmantle: See Lich Elf, Valindra Shadowmantle.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a “condition of the blood.” (Plane Shift: Innistrad)
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part. (Plane Shift: Innistrad)
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood. (Plane Shift: Innistrad)
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual. (Plane Shift: Innistrad)
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Arik Stillmarsh, Womford Bat: ?
Vampire, Artor Mortin, The Baron of Blood: ?
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Drelzna: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson. (Tales of the Yawning Portal)
Vampire, Lord Ruthven: ?
Vampire, Mera Vacross: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments. (Explorer's Guide to Wildemount)
Vampire, Otmar the Sallow: ?
Vampire, Pillia Ravenosa: ?
Vampire, Strefan Maurer, Strefan the Fiend: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Velima Shanglian: ?
Vampire, Xolec: ?
Vampire Ancient: ?
Vampire Blood Drinker: ?
Vampire Cleric, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god. (Waterdeep Dungeon of the Mad Archmage)
Vampire Drinker Blood: See Vampire Blood Drinker.
Vampire Drinker Mind: See Vampire Mind Drinker.
Vampire Drow, Sabatene Xilzzrin: ?
Vampire Drow, Tebran Madannith: ?
Vampire Dwarf, Ctenmiir: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain. (Lost Laboratory of Kwalish (5e))
Vampire Dwarf, Zorak Lightdrinker: ?
Vampire Elder: ?
Vampire Elf: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Elf, Sandesyl Morgia: ?
Vampire Gnoll: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. (Icewind Dale – Rise of the Frost Maiden)
Vampire Gnoll, Tekeli-Li: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit. (Icewind Dale – Rise of the Frost Maiden)
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption. (Icewind Dale – Rise of the Frost Maiden)
Vampire God, Zotzilaha: ?
Vampire Human, Issem: ?
Vampire Lord: ?
Vampire Mind Drinker: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration. (Guildmasters Guide to Ravnica)
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind. (Guildmasters Guide to Ravnica)
Vampire Mind Drinker, Szadek: ?
Vampire Neonate: ?
Vampire Neonate, Twin of Mauer Estate, Carmine: ?
Vampire Neonate, Twin of Mauer Estate, Ruby: ?
Vampire Null: A humanoid killed with a Zendikar vampire's Bloodthirst ability becomes a null. (Plane Shift: Ixalan)
When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null. (Plane Shift: Zendikar)
A humanoid killed by a vampire's blood thirst becomes a null. (Plane Shift: Zendikar)
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn. (Explorer's Guide to Wildemount)
A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (Lost Laboratory of Kwalish (5e))
A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (The Rise of Tiamat)
The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Angelica: ?
Vampire Spawn, Aryk: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Bartho: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Brek: ?
Vampire Spawn, Callia: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Darvanos: ?
Vampire Spawn, Deviana: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Ezra: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Gaston: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hector: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hekella: ?
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ilsuban: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Nath: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rhylzar: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rose: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Tozu: ?
Vampire Spawn, Valenta Popofsky: ?
Vampire Spawn, Yaveros: ?
Vampire Spawn, Yuri: ?
Vampire Spawn Human, Eldrath: ?
Vampire Spawn Kobold: The creature is a kohold vampire spawn created by Tekeli-li. (Icewind Dale – Rise of the Frost Maiden)
Vampire Spawn With Special Qualities, Tloques-Popolocas: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite. (Tales of the Yawning Portal)
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Tharcion Eseldra Yeth: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. (Tales of the Yawning Portal)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vanrak Moonstar: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Var, Tarul: See Lich, Tarul Var.
Varalla: See Lich, Varalla.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Varyas: See Eidolon Flitterstep, Varyas.
Vazuk: See Specter Poltergeist, Vazuk.
Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Vecna: See Lich Lord, God, Vecna, The Whispered One.
Vecna: See Lich Terrible, Vecna, The Whispered One.
Vecna: See Lich-God, Vecna, Keeper of Secrets.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Velima Shanglian: See Vampire, Velima Shanglian.
Veneranda: See Brain in a Jar, Veneranda.
Vengeful Dead: ?
Vengeful Ghost: See Ghost Vengeful.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Dragon Cave, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen.
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Vod Savo, Jarad: See Lich Elf, Jarad Vod Savo.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Vol, Erandis: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Vol Lich-Queen: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vorugal: See Dracolich White Ancient, Vorugal.
Vuliev: See Ghost Obzedat, Vuliev.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned, Drowned One, Drowned Undead, Walker.
Walker Coldlight: See Coldlight Walker.
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic. (Tomb of Annihilation)
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive. (Tomb of Annihilation)
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life. (Tomb of Annihilation)
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. (Tomb of Annihilation) According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities. (Tomb of Annihilation)
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse.
Warlock Undead: See Undead Warlock.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Warrior Dread: See Dread Warrior.
Warrior Fallen: See Unhallowed Fallen Warrior.
Warrior Undead: See Undead Warrior.
Wayward Undead: See Undead Wayward.
Weirding Wizard: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Well-Preserved Human Zombie: See Zombie Human Well-Preserved.
Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Whispered One: See Lich Lord, God, Vecna, The Whispered One.
Whispered One: See Lich Terrible, Vecna, The Whispered One.
White Ancient Dracolich: See Dracolich White Ancient.
White Dracolich Ancient: See Dracolich White Ancient.
White Lady: See Specter Poltergeist, The White Lady.
White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. (Tales of the Yawning Portal)
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards. (Tales of the Yawning Portal)
With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold. (Tortle Package (5e))
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wight, Ayocuan: ?
Wight, Drovath Harrn: ?
Wight, Ferol Sal: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since. (Explorer's Guide to Wildemount)
Wight, Hunt Lord: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights. (Storm King's Thunder)
Wight, Naergoth Bladelord: ?
Wight, Tomb Dwarf: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction. (Tomb of Annihilation)
Wight, Withers, Gorra: ?
Wight of Precint Six: ?
Wight Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Chosen of Bhaal, Torlin Silvershield: ?
Wight Reduced-Threat: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack. (Tales of the Yawning Portal)
Wight Thayan, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas: ?
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell. (Waterdeep Dungeon of the Mad Archmage)
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.(Waterdeep Dungeon of the Mad Archmage)
Will-o'-Wisp, Crisann: ?
Will-o'-Wisp, Z'reska: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs. (Waterdeep Dungeon of the Mad Archmage)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Withers: See Wight, Withers, Gorra.
Wizard of Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Wizard Undying: See Undying Wizard.
Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Womford Bat: See Vampire, Arik Stillmarsh, Womford Bat.
Worg Ghost: See Ghost Worg.
Worg Wraith: See Wraith Worg.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith. (Explorer's Guide to Wildemount)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
A wraith is the incorporeal remnant of a particularly hateful being. (Lost Mine of Phandelver)
The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area. (Mythic Odysseys of Theros)
The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge. (The Rise of Tiamat)
The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wraith, Brysis of Khaem: The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by specters who were once her loyal retainers. (Out of the Abyss)
Wraith, Drakareth: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith. (Icewind Dale – Rise of the Frost Maiden)
Wraith, Hate-Filled Apparition, Mormesk the Wraith: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition. (Lost Mine of Phandelver)
Wraith, Klannk, Defiler of Wizards: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith. (Return to Glory)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wraith, Tugash, Tusk of the North: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith. (Return to Glory)
Wraith Worg, Howler: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wraith Worg, Snoof: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xanthoria: See Lich Lichen, Xanthoria.
Xaxosz, Xil: See Ghost Obzedat, Xil Xaxosz.
Xil Xaxosz: See Ghost Obzedat, Xil Xaxosz.
Xilzzrin, Sabatene: See Vampire Drow, Sabatene Xilzzrin.
Xolec: See Vampire, Xolec.
Xonthal: See Lich, Xonthal.
Yael: See Ghost, General Yael.
Yaveros: See Vampire Spawn, Yaveros.
Yellow Musk Zombie: See Zombie Yellow Musk.
Yeth, Eseldra: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Yoastal: See Ghost, Yoastal.
Yuri: See Vampire Spawn, Yuri.
Yurtriel, The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Z'reska: See Will-o'-Wisp, Z'reska.
Zalthar Shadowdusk: See Death Knight, Zalthar Shadowdusk.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zil Ephram: See Zombie, Zil Ephram.
Zizokrishka: See Dracolich Blue Adult, Zizokrishka.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. (Explorer's Guide to Wildemount)
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free. (Explorer's Guide to Wildemount)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies. (Guildmasters Guide to Ravnica)
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity. (Guildmasters Guide to Ravnica)
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting. (Guildmasters Guide to Ravnica)
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves. (Lost Mine of Phandelver)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie. (Plane Shift: Zendikar)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.3)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.2)
A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (Tyranny of Dragons)
Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. (Waterdeep Dungeon of the Mad Archmage)
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls. (Waterdeep Dungeon of the Mad Archmage)
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days. (Waterdeep Dungeon of the Mad Archmage)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Finger of Death spell. (Player's Basic Rules V0.3)
Finger of Death spell. (Player's Basic Rules V0.2)
Finger of Death spell. (Player's Handbook)
Negative Energy Flood spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Fungal Infestation Druid Circle of Spores power. (Guildmasters Guide to Ravnica)
Fungal Infestation Druid Circle of Spores power. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Zombie: See Mummy Desiccated, Mummy, Zombie.
Zombie, Zil Ephram: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse. (Waterdeep Dungeon of the Mad Archmage)
Zombie Ankylosaurus: ?
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Ash: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. (Lost Mine of Phandelver)
Zombie Beholder: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian. (Waterdeep Dragonheist)
Zombie Beholder, Nerozar the Defeated: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur. (Waterdeep Dungeon of the Mad Archmage)
Zombie Blood: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Chultan: ?
Zombie Drow: ?
Zombie Dwarf: ?
Zombie Fiery: ?
Zombie Frost Giant: See Zombie Giant Frost.
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Giant Frost: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. (Explorer's Guide to Wildemount)
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape. (Explorer's Guide to Wildemount)
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Giant Frost, Jarl Conessa Berg: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Girallon: ?
Zombie Greater: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. (Tales of the Yawning Portal)
Zombie Human: ?
Zombie Human Well-Preserved: ?
Zombie Husk: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. (Explorer's Guide to Wildemount)
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. (Explorer's Guide to Wildemount)
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute. (Explorer's Guide to Wildemount)
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie. (Explorer's Guide to Wildemount)
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie. (Explorer's Guide to Wildemount)
Zombie Husk Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. (Explorer's Guide to Wildemount)
Zombie Icewind Kobold: See Zombie Kobold Icewind.
Zombie Kobold Icewind: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. (Icewind Dale – Rise of the Frost Maiden)
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. (Icewind Dale – Rise of the Frost Maiden)
Zombie Liquid: ?
Zombie Ogre: ?
Zombie Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Tame, Anointed: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies. (Plane Shift: Amonkhet)
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering. (Plane Shift: Amonkhet)
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet. (Plane Shift: Amonkhet)
The anointed are simply tame zombies. (Plane Shift: Amonkhet)
Zombie Troglodyte: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell. (Waterdeep Dungeon of the Mad Archmage)
Zombie Tyrannosaurus: ?
Zombie Yellow Musk: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. (Tomb of Annihilation)
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. (Tomb of Annihilation)
Zombie Yellow Musk Small: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. (Tomb of Annihilation)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.
Zorak Lightdrinker: See Vampire Dwarf, Zorak Lightdrinker.
Zotzilaha: See Vampire God, Zotzilaha.
Zyrian the Scrivener: See Ghost, Zyrian the Scrivener.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power. (Lost Laboratory of Kwalish (5e))
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode. (Lost Laboratory of Kwalish (5e))
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Lost Mine of Phandelver)
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.3)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.3)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.2)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.2)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Handbook)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Handbook)
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead. (Player's Handbook)
The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. (Tomb of Annihilation)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Abomination Skeletal: See Skeletal Abomination.
Acererak: See Demilich, Acererak.
Acererak the Eternal: See Lich Archlich, Acererak the Eternal.
Adult Blue Dracolich: See Dracolich Blue Adult.
Adult Red Dracolich: See Dracolich Red Adult
Aerorian Citizen Ghost: See Ghost Aerorian Citizen
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alchemist Skeletal: See Skeletal Alchemist.
Algarr Grimtide: See Ghost, Algarr Grimtide.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Alowar, Janth: See Ghost, Janth Alowar.
Alton: See Brain in a Jar, Alton.
Amalgam of Undeath, Black Oak of Odunos: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity. (Mythic Odysseys of Theros)
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancestor Ghost: See Ghost Ancestor.
Angry Ghost: See Ghost Angry.
Ancient Black Dracolich: See Dracolich White Ancient.
Ancient Dracolich Black: See Dracolich White Ancient.
Ancient Dracolich White: See Dracolich White Ancient.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Ancient Vampire: See Vampire Ancient.
Ancient White Dracolich: See Dracolich White Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angelica: See Vampire Spawn, Angelica.
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Animal Zombie: See Zombie Animal.
Animal Zombie Cat: See Zombie Animal Cat.
Animal Zombie Rat: See Zombie Animal Rat.
Animal Zombie Snake: See Zombie Animal Snake.
Ankylosaurus Zombie: See Zombie Ankylosaurus.
Anointed: See Zombie Tame, Anointed.
Apparition Hate-Filled, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Aquatic Ghoul: See Ghoul Aquatic.
Archlich: See Lich Archlich.
Archlich Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Archlich Orgupash: See Lich, Archlich Orgupash.
Archlich Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Archmage Undead: See Undead Archmage.
Arcturia: See Lich, Arcturia.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arik Stillmarsh: See Vampire, Arik Stillmarsh, Womford Bat.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Arm Severed Undead Archmage: See Undead Archmage Arm Severed.
Armature Glass: See Glass Armature.
Arnsfirth, Heldrun: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Artist Blind: See Undead Servant of Acererak Blind Artist.
Artor Mortin: See Vampire, Artor Mortin, The Baron of Blood.
Arundil: See Ghost Insane Mage Dwarf, Arundil.
Aryk: See Vampire Spawn, Aryk.
Assassin Shadow: See Shadow Assassin.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Ascetic Drowned: See Drowned Ascetic.
Ash Zombie: See Zombie Ash.
Assassin Drowned: See Drowned Assassin.
Assassin's Ghost: See Ghost Assassin's.
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. (Tomb of Annihilation)
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself. (Plane Shift: Zendikar)
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Ayocuan: See Wight, Ayocuan.
Azalin: See Lich, Azalin.
Baelnorn: ?
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Bandit Returned: See Returned Bandit.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. (Icewind Dale – Rise of the Frost Maiden)
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Banshee, Yurtriel, The Primal Scream: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee. (Return to Glory)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Bartho: See Vampire Spawn, Bartho.
Bat Womford: See Vampire, Arik Stillmarsh, Womford Bat.
Beast Skeletal: See Skeletal Beast.
Beggar Ghoul: See Ghoul Beggar.
Behir Undead: See Undead Behir.
Beholder Death Tyrant: See Death Tyrant, Beholder Death Tyrant.
Beholder Zombie: See Zombie Beholder.
Benevolent Green-Aligned Geist: See Geist Benevolent Green-Aligned.
Berg, Conessa: See Zombie Giant Frost, Jarl Conessa Berg.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Black Oak of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blacksmith Risen: See Unhallowed Risen Blacksmith.
Blade Drowned: See Drowned Blade.
Bladelord, Naergoth: See Wight, Naergoth Bladelord.
Blood Drinker Vampire: See Vampire Blood Drinker.
Blood Zombie: See Zombie Blood.
Blue Adult Dracolich: See Dracolich Blue Adult.
Blue Lady: See Ghost, The Blue Lady.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
A bodak is the undead remains of someone who revered Orcus. (Tomb of Annihilation)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bodyguard Undead: See Undead Bodyguard.
Bodyguard Wight: See Wight Bodyguard.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Bone Naga, Hexacali: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti. (Waterdeep Dungeon of the Mad Archmage)
Bone Naga, Ukurlahmu: ?
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Brain Elder Undead: See Undead Elder Brain.
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. (Icewind Dale – Rise of the Frost Maiden)
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars. (Icewind Dale – Rise of the Frost Maiden)
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars. (Icewind Dale – Rise of the Frost Maiden)
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. (Icewind Dale – Rise of the Frost Maiden)
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body. (Icewind Dale – Rise of the Frost Maiden)
Brain in a Jar, Alton: ?
Brain in a Jar, Broderick: ?
Brain in a Jar, Corliss: ?
Brain in a Jar, Dunstan: ?
Brain in a Jar, Editha: ?
Brain in a Jar, Enlightened One: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life. (Lost Laboratory of Kwalish (5e))
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Grand Master: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Keoghtom: ?
Brain in a Jar, Nolzur: ?
Brain in a Jar, Quaal: ?
Brain in a Jar, Queen Ehlissa: ?
Brain in a Jar, Tuerney the Merciless: ?
Brain in a Jar, Veneranda: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror. (Icewind Dale – Rise of the Frost Maiden)
Branta Lyntion: See Demilich, Branta Lyntion.
Branta Lyntion: See Lich, Branta Lyntion.
Brek: See Vampire Spawn, Brek.
Brizzenbright, Malkolm See Ghost, Malkolm Brizzenbright.
Broderick: See Brain in a Jar, Broderick.
Brother Kolat: See Ghost, Kolat Brother.
Brysis of Khaem: See Wraith, Brysis of Khaem.
Bulette Undead: See Undead Bulette.
Bundle Strange of White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Burrow Warden Jadger: See Ghost, Burrow Warden Jadger.
Burning Skeleton: See Skeleton Burning.
Burster: See Zombie Husk Burster.
Cadavix: See Ghost, High Necromancer Cadavix.
Caladorn Cassalanter: See Ghost, Caladorn Cassalanter.
Calimara: See Ghost, Calimara.
Callia: See Vampire Spawn, Callia.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Carmine: See Vampire Neonate, Twin of Mauer Estate, Carmine.
Cassalanter, Caladorn: See Ghost, Caladorn Cassalanter.
Cat Animal Zombie: See Zombie Animal Cat.
Cat Zombie Animal: See Zombie Animal Cat.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Dragon Cave.
Centaur Ghost: See Ghost Undead Centaur.
Centaur Mummy: See Mummy Centaur.
Ch'gakare: See Ch'gakare, Undead Warrior.
Charinidia: See Banshee, Charinidia.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Chieftan Javor: See Revenant, Chieftan Javor.
Child Twin Spirit: See Spirit Twin Child.
Chosen of Auril Deathlock Wight, Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Chultan Zombie: See Zombie Chultan.
Citizen Aerorian Ghost: See Ghost Aerorian Citizen
Claw Great: See Ghost Worg, Great Claw.
Cloud Giant: See Giant Cloud.
Cloud Giant Ghost: See Ghost Giant Cloud,.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. (Icewind Dale – Rise of the Frost Maiden)
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden. (Icewind Dale – Rise of the Frost Maiden)
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker. (Icewind Dale – Rise of the Frost Maiden)
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Consortium of Three: See Flameskull, Consortium of Three.
Corliss: See Brain in a Jar, Corliss.
Council Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld. (Waterdeep Dragonheist)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Crawling.
Creature Skeletal: See Skeletal Creature.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Crisann: See Will-o'-Wisp, Crisann.
Ctenmiir: See Vampire, Ctenmiir.
Ctenmiir: See Vampire Dwarf, Ctenmiir.
Cyrog: See Undead Elder Brain, Cyrog.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Dalaen, Old: See Ghost, Old Dalaen.
Dangerous Undead: See Undead Dangerous.
Darakhul: See Ghoul Darakhul.
Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Darvanos: See Vampire Spawn, Darvanos.
Dead Hag Sea Spirit: See Spirit Dead Hag Sea.
Dead Restless: See Restless Dead.
Dead Risen: See Risen Dead.
Dead Sailor Spirit: See Spirit Dead Sailor.
Dead Soul-Bound: See Undead Soul-Bound, Soul-Bound Dead.
Dead Sea Hag Spirit: See Spirit Dead Hag Sea.
Dead Vengeful: See Vengeful Dead.
Dead Walking: See Walking Dead.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Knight, Pentrakath: ?
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight. (Waterdeep Dungeon of the Mad Archmage)
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Netherskull: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull. (Waterdeep Dungeon of the Mad Archmage)
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy. (Wayfinders Guide to Eberron)
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants. (Wayfinders Guide to Eberron)
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathlock Wight Chosen of Auril, Heldrun Arnsfirth: ?
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Defender Undead: See Undead Defender.
Defiler of Wizards: See Wraith, Klannk, Defiler of Wizards.
Delvingstone, Keresta: See Vampire Cleric, Keresta Delvingstone.
Delvingstone, Keresta: See Vampire Spawn, Keresta Delvingstone.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
A demilich is what becomes of a lich that neglects to feed souls into its phylactery. (Icewind Dale – Rise of the Frost Maiden)
Demilich, Branta Lyntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster. (Waterdeep Dungeon of the Mad Archmage)
Demilich, Kazit Gul: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich. (Tales of the Yawning Portal)
Demilich, Oleyahs: ?
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Demilich Netherese, Iriolarthas: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach. (Icewind Dale – Rise of the Frost Maiden)
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death. (Icewind Dale – Rise of the Frost Maiden)
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust. (Icewind Dale – Rise of the Frost Maiden)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Desiccated Mummy: See Mummy Desiccated, Mummy, Zombie.
Deviana: See Vampire Spawn, Deviana.
Devkarin Lich: See Lich Devkarin.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Dezmyr Shadowdusk: See Death Knight, Dezmyr Shadowdusk.
Diderius: See Mummy Lord, Diderius.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair. (Sword Coast Adventurer's Guide)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (The Rise of Tiamat)
The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster. (Tyranny of Dragons)
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path." (Tyranny of Dragons)
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory. (Tyranny of Dragons)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (Tyranny of Dragons)
Dracolich, Kistarianth the Red: ?
Dracolich Adult Blue: See Dracolich Blue Adult.
Dracolich Adult Red: See Dracolich Red Adult
Dracolich Ancient Black: See Dracolich Black Ancient.
Dracolich Ancient White: See Dracolich White Ancient.
Dracolich Black Ancient, Oracs the Enduring: ?
Dracolich Blue Adult: ?
Dracolich Blue Adult, Lynnorax: ?
Dracolich Blue Adult, Zizokrishka: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable. (Candlekeep Mysteries)
Dracolich Dragon Cave, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Dracolich Red Adult: ?
Dracolich White Ancient, Vorugal: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich. (Explorer's Guide to Wildemount)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragon Spectral: See Spectral Dragon.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Drakareth: See Wraith, Drakareth.
Draugir: See Undead Mount, Draugir.
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. (Tales of the Yawning Portal)
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time. (Tales of the Yawning Portal)
Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life. (Tyranny of Dragons)
No race is immune from being transformed into a dread warrior. (Tyranny of Dragons)
Drelzna: See Vampire, Drelzna.
Drifter Returned: See Returned Drifter.
Drinker Blood Vampire: See Vampire Blood Drinker.
Drinker Mind Vampire: See Vampire Mind Drinker.
Drovath Harrn: See Wight, Drovath Harrn.
Drow Ghoul: See Ghoul Drow.
Drow One-Handed Skeleton: See Skeleton Drow One-Handed.
Drow Skeleton : See Skeleton Drow.
Drow Vampire: See Vampire Drow.
Drow Zombie: See Zombie Drow.
Drowned, Drowned One, Drowned Undead, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
The undead remains of those who lost their lives when their ships sunk. (Locathah Rising (5e))
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea. (Locathah Rising (5e))
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning. (Locathah Rising (5e))
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures. (Locathah Rising (5e))
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars. (Locathah Rising (5e))
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army. (Locathah Rising (5e))
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead. (Locathah Rising (5e))
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars. (Locathah Rising (5e))
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: Gar Shatterkeel Lair Action. (Locathah Rising (5e))
Drowned Master: ?
Drowned One: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Undead: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drudge Fungus: See Fungus Drudge.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duergar Mummy: See Mummy Duergar.
Duergar Mummy Lord: See Mummy Lord Duergar.
Duhlark Kolat: See Flameskull, Duhlark Kolat.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Dunstan: See Brain in a Jar, Dunstan.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Dwarf Skeleton: See Skeleton Dwarf.
Dwarf Specter: See Specter Dwarf.
Dwarf Tomb: See Wight, Tomb Dwarf.
Dwarf Vampire: See Vampire Dwarf.
Dwarf Zombie: See Zombie Dwarf.
Dwarven Ghost: See Ghost Dwarven.
Editha: See Brain in a Jar, Editha.
Ehlissa: See Brain in a Jar, Queen Ehlissa.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Eidolon: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned; its identity manifests as a spirit-like eidolon. (Mythic Odysseys of Theros)
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Eidolon, Phenax: ?
Eidolon Flitterstep: ?
Eidolon Flitterstep, Varyas: ?
Eidolon Ghostblade: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. (Mythic Odysseys of Theros)
Eigeron: See Ghost Giant Cloud, Eigeron.
Elder Brain Undead: See Undead Elder Brain.
Elder Vampire: See Vampire Elder.
Eldrath: See Vampire Spawn Human, Eldrath.
Elf Lich: See Lich Elf.
Elf Moon Mummy: See Mummy Elf Moon.
Elf Specter: See Specter Elf.
Elf Spirit: See Spirit Elf.
Elf Undead: See Undead Elf.
Elf Vampire: See Vampire Elf.
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Enezesku: See Ghost Obzedat, Enezesku.
Enlightened One: See Brain in a Jar, Enlightened One.
Ephram, Zil: See Zombie, Zil Ephram.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erebos: See Returned, Erebos.
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual). (Guildmasters Guide to Ravnica)
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence. (Guildmasters Guide to Ravnica)
Escher: See Vampire Spawn, Escher.
Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army. (Plane Shift: Amonkhet)
Evil Undead: See Undead Evil.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ezra: See Vampire Spawn, Ezra.
Ezzat: See Lich, Ezzat.
Fallen Mage: See Unhallowed Fallen Mage.
Fallen Warrior: See Unhallowed Fallen Warrior.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fautomni: See Ghost Obzedat, Fautomni.
Ferol Sal: See Wight, Ferol Sal.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Fidelio: See Ghost, Fidelio.
Fierce Horror Undead: See Undead Horror Fierce.
Fierce Undead Horror: See Undead Horror Fierce.
Fiery Zombie: See Zombie Fiery.
Fishbone Jim: See Ghost, Fishbone Jim.
Fistandantalus: See Undying Wizard, Fistandantalus.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Lost Mine of Phandelver)
Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices. (Waterdeep Dungeon of the Mad Archmage)
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards. (Waterdeep Dungeon of the Mad Archmage)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity. (Candlekeep Mysteries)
Flameskull, Duhlark Kolat: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull. (Waterdeep Dragonheist)
Flameskull, Trenzia: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull. (Waterdeep Dungeon of the Mad Archmage)
Flitterstep Eidolon: See Eidolon Flitterstep.
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Free-Thinking Soldier Undead: See Undead Soldier Free-Thinking.
Free-Thinking Undead Soldier: See Undead Soldier Free-Thinking.
Frost Giant: See Giant Frost.
Frost Giant Skeleton: See Skeleton Giant Frost.
Frost Giant Zombie: See Zombie Giant Frost.
Frug: See Mummy Gnome, Frug.
Fungal Servant: ?
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies. (Guildmasters Guide to Ravnica)
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed. (Guildmasters Guide to Ravnica)
Furdahl, Mynarc: See Undead Warlock, Mynarc Furdahl.
Garke, Halleth: See Revenant, Halleth Garke.
Gaston: See Vampire Spawn, Gaston.
Gath: See Lich-Priest Gath.
Geist: The restless spirits of the dead. (Plane Shift: Innistrad)
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep. (Plane Shift: Innistrad)
Geists have always been a presence on Innistrad. (Plane Shift: Innistrad)
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life. (Plane Shift: Innistrad)
Geist Benevolent Green-Aligned: Rarely, human spirits return as benevolent green-aligned geists. (Plane Shift: Innistrad)
Geist Green-Aligned Benevolent: See Geist Benevolent Green-Aligned.
Geist Red-Aligned Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists. (Plane Shift: Innistrad)
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait. (Candlekeep Mysteries)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. (Guildmasters Guide to Ravnica)
A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death. (Lost Laboratory of Kwalish (5e))
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger. (Out of the Abyss)
All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (Tales of the Yawning Portal)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Algarr Grimtide: ?
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Burrow Warden Jadger: ?
Ghost, Caladorn Cassalanter: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep. (Waterdeep Dragonheist)
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor." (Waterdeep Dragonheist)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Fishbone Jim: ?
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, High Necromancer Cadavix: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Ilda: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (The Rise of Tiamat)
Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (Tyranny of Dragons)
This is a creature whose spirit is tied to the world out of anguish. (Tyranny of Dragons)
Ghost, Janth Alowar: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Kolat Brother: ?
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Malkolm Brizzenbright The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place. (Waterdeep Dragonheist)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pelek: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido, (Out of the Abyss)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Reulek: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest. (Princes of the Apocalypse)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Sorlan: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room. (Tales of the Yawning Portal)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, The Blue Lady: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite. (Return to Glory)
Ghost, The White Lady of Lac Dinneshere: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Udhask: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot. (Out of the Abyss)
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost, Zyrian the Scrivener: ?
Ghost Aerorian Citizen: ?
Ghost Ancestor: ?
Ghost Angry: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles. (Wayfinders Guide to Eberron)
Ghost Assassin's: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Citizen Aerorian: See Ghost Aerorian Citizen
Ghost Cloud Giant: See Ghost Giant Cloud.
Ghost Council: See Ghost Obzedat, Ghost Council, Patriarch.
Ghost Dust Goblin, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Dwarven: ?
Ghost Elven Wizard: ?
Ghost Ghostly Drake: ?
Ghost Giant Cloud: ?
Ghost Giant Cloud, Eigeron: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn. (Storm King's Thunder)
Ghost Grieving, Sarah: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor. (Candlekeep Mysteries)
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Hooded, Ruid: ?
Ghost Hostile: ?
Ghost Insane Mage Dwarf, Arundil: Arundil's ghost is tormented by grief and shame over abandoning his kin to die. (Tales of the Yawning Portal)
Ghost Merfolk, Siburath: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain. (Tortle Package (5e))
Ghost Obzedat, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes. (Guildmasters Guide to Ravnica)
Ghost Obzedat, Karlov, Grandfather: ?
Ghost Obzedat, Enezesku: ?
Ghost Obzedat, Fautomni: ?
Ghost Obzedat, Vuliev: ?
Ghost Obzedat, Xil Xaxosz: ?
Ghost Orc, Hinsha: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death. (Return to Glory)
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power. (Return to Glory)
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing. (Return to Glory)
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.(Return to Glory)
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients. (Return to Glory)
Ghost Restless: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business. (Mythic Odysseys of Theros)
Ghost Spellcasting, Nass Lantomir: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. (Icewind Dale – Rise of the Frost Maiden)
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. (Icewind Dale – Rise of the Frost Maiden)
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb. (Icewind Dale – Rise of the Frost Maiden)
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. (Icewind Dale – Rise of the Frost Maiden)
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk. (Icewind Dale – Rise of the Frost Maiden)
Ghost Undead: See Undead Ghost.
Ghost Undead Centaur: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost Vengeful: ?
Ghost Worg, Great Claw: Great Claw was the leader of the worgs when the city fell. (Return to Glory)
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on. (Return to Glory)
Ghostblade Eidolon: See Eidolon Ghostblade.
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall. (Icewind Dale – Rise of the Frost Maiden)
Ghostly Undead: See Undead Restless, Ghostly Undead.
Ghostly Undead Spirit: See Undead Spirit Ghostly.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.” (Waterdeep Dungeon of the Mad Archmage)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Muiral made the ghouls using the corpses of adventurers and drow. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
Create Undead spell. (5e SRD v 5.1)
Create Undead spell. (Player's Handbook)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Orcus lair action. (Out of the Abyss)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul: See Unhallowed, Ghoul.
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Aquatic: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite. (Princes of the Apocalypse)
Ghoul Beggar: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Drow: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. (Waterdeep Dungeon of the Mad Archmage)
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul Ghast Hungry: ?
Ghoul Ghoulish Derro: ?
Ghoul Imperial: ?
Ghoul Iron: ?
Ghoul Lacedon: ?
Ghoul Large: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Screaming: ?
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Cloud Ghost: See Ghost Giant Cloud.
Giant Frost Skeleton: See Skeleton Giant Frost.
Giant Frost Zombie: See Zombie Giant Frost.
Giant Skeleton: See Skeleton Giant.
Giant Storm Skeleton: See Skeleton Giant Storm.
Giant Turtle Undead: See Undead Turtle Giant.
Giant Undead: See Haunting Ancestor, Undead Giant.
Giant Undead Turtle: See Undead Turtle Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Gilgeam: ?
Girallon Zombie: See Zombie Girallon.
Githyanki Lich: See Lich Githyanki.
Glass Armature: ?
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated. (Guildmasters Guide to Ravnica)
Gloine Nathair-Nathair: See Undead Medusa, Gloine Nathair-Nathair.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Vampire: See Vampire Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Gnome Mummy: See Mummy Gnome.
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God Undead: See Undead God.
God Vampire: See Vampire God.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gorka Tharn: See Mummy Lord Duergar, Gorka Tharn.
Gorra: See Wight, Withers, Gorra.
Grand Master: See Brain in a Jar, Grand Master.
Grandfather: See Ghost Obzedat, Karlov, Grandfather.
Gray Thirster, Grey Thirster: ?
Grazthrae: See Banshee, Grazthrae.
Great Claw: See Ghost Worg, Great Claw.
Greater Zombie: See Zombie Greater.
Green-Aligned Benevolent Geist: See Geist Benevolent Green-Aligned.
Grey Thirster: See Gray Thirster, Grey Thirster.
Grieving Ghost: See Ghost Grieving.
Grimtide, Algarr: See Ghost, Algarr Grimtide.
Guardian Skeleton: See Skeleton Guardian.
Guardian Undead: See Undead Guardian.
Gul, Kazit: See Demilich, Kazit Gul.
Gul, Kazit: See Lich, Kazit Gul.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Hag Sea Dead Spirit: See Spirit Dead Hag Sea.
Halleth Garke: See Revenant, Halleth Garke.
Hands of the Dead: ?
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Harrn, Drovath: See Wight, Drovath Harrn.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Hate-Filled Apparition, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Hector: See Vampire Spawn, Hector.
Hekella: See Vampire Spawn, Hekella.
Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Helmdar: See Skeleton Giant Storm, Helmdar.
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hexacali: See Bone Naga, Hexacali.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Necromancer Cadavix: See Ghost, High Necromancer Cadavix.
High Priest Jellified Kenku Undead: See Undead Kenku Jellified High Priest.
High Priest Kenku Jellified Undead: See Undead Kenku Jellified High Priest.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
High Priest Undead Jellified Kenku: See Undead Kenku Jellified High Priest.
High Priest Undead Kenku Jellified: See Undead Kenku Jellified High Priest.
Hinsha: See Ghost Orc, Hinsha.
Hooded Ghost: See Ghost Hooded.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horrible Undead: See Undead Horrible.
Horror: See Zombie Ghost Head Goblin Horror.
Horror Fierce Undead: See Undead Horror Fierce.
Horror Undead: See Undead Horror.
Horror Unnamable: See Undead Spirit of Unnamable Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Horse Undead: See Undead Horse.
Hostile Ghost: See Ghost Hostile.
Howler: See Wraith Worg, Howler.
Human Vampire: See Vampire Human.
Human Vampire Spawn: See Vampire Spawn Human.
Human Well-Preserved Zombie: See Zombie Human Well-Preserved.
Human Zombie: See Zombie Human.
Humanoid Skeleton: See Skeleton Humanoid.
Hungry Ghast: See Ghoul Ghast Hungry.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Hunt Lord: See Wight, Hunt Lord.
Husk Zombie: See Zombie Husk.
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Icewind Kobold Zombie: See Zombie Kobold Icewind.
Ilda: See Ghost, Ilda.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Ilsuban: See Vampire Spawn, Ilsuban.
Imbued With Positive Energy Undead: See Undead Imbued With Positive Energy.
Imperial Ghoul: See Ghoul Imperial.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Indentured Spirit: See Spirit Indentured.
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Iniarv: See Lich, Iniarv.
Insane Ghost: See Ghost Insane.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iriolarthas: See Demilich Netherese, Iriolarthas.
Iriolarthas: See Lich Netherese, Iriolarthas.
Iron Ghoul: See Ghoul Iron.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Issem: See Vampire Human, Issem.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Ivy Poison White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Jadger: See Ghost, Burrow Warden Jadger.
Jander Sunstar: See Vampire, Jander Sunstar.
Janth Alowar: See Ghost, Janth Alowar.
Jarad Vod Savo: See Lich Elf, Jarad Vod Savo.
Jarl Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Javor: See Revenant, Chieftan Javor.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual, Jelayne.
Jellified High Priest Kenku Undead: See Undead Kenku Jellified High Priest.
Jellified High Priest Undead Kenku: See Undead Kenku Jellified High Priest.
Jellified Kenku High Priest Undead: See Undead Kenku Jellified High Priest.
Jellified Kenku Undead High Priest: See Undead Kenku Jellified High Priest.
Jim Fishbone: See Ghost, Fishbone Jim.
Juggernaut Skeletal: See Skeletal Juggernaut.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kakomantis Returned: See Returned Kakomantis.
Kaltro, Sephek: See Sephek Kaltro.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karlov: See Ghost Obzedat, Karlov, Grandfather.
Karrnathi Undead: See Undead Karrnathi.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Kazit Gul: See Demilich, Kazit Gul.
Kazit Gul: See Lich, Kazit Gul.
Kazraat, Shaxan: See Mummy Lord, Shaxan Kazraat.
Keeper of Secrets: See Lich-God, Vecna, Keeper of Secrets.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Kenku High Priest Jellified Undead: See Undead Kenku Jellified High Priest.
Kenku High Priest Undead Jellified: See Undead Kenku Jellified High Priest.
Kenku Jellified High Priest Undead: See Undead Kenku Jellified High Priest.
Kenku Jellified Undead High Priest: See Undead Kenku Jellified High Priest.
Kenku Undead High Priest Jellified: See Undead Kenku Jellified High Priest.
Kenku Undead Jellified High Priest: See Undead Kenku Jellified High Priest.
Keoghtom: See Brain in a Jar, Keoghtom.
Keresta Delvingstone: See Vampire Cleric, Keresta Delvingstone.
Keresta Delvingstone: See Vampire Spawn, Keresta Delvingstone.
Key Skeleton: See Skeleton Key.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
Kiaransalee: ?
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Kaius I of Karrnath: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
King Shadow: See Lich, Larloch, The Shadow King.
King Undying: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Kistarianth the Red: See Dracolich, Kistarianth the Red.
Klannk: See Wraith, Klannk, Defiler of Wizards.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kobold Icewind Zombie: See Zombie Kobold Icewind.
Kobold Vampire Spawn: See Vampire Spawn Kobold.
Kolat Brother: See Ghost, Kolat Brother.
Kolat, Duhlark: See Flameskull, Duhlark Kolat.
Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lacedon: See Ghoul Lacedon.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Blue: See Ghost, The Blue Lady.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Lady White: See Specter Poltergeist, The White Lady.
Lantomir, Nass: See Ghost Spellcasting, Nass Lantomir.
Large Ghoul: See Ghoul Large.
Larloch: See Lich, Larloch, The Shadow King.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. (Candlekeep Mysteries)
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures. (Candlekeep Mysteries)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power. (Plane Shift: Innistrad)
Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind. (Sword Coast Adventurer's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Arcturia: ?
Lich, Azalin: ?
Lich, Branta Myntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. (Waterdeep Dungeon of the Mad Archmage)
Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, Ezzat: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain. (Waterdeep Dungeon of the Mad Archmage)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Iniarv: ?
Lich, Jeff Magic: ?
Lich, Kazit Gul: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Larloch, The Shadow King: ?
Lich, Lottie: ?
Lich, Maddgoth: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Storrev: ?
Lich, Svogthir: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle. (Guildmasters Guide to Ravnica)
Lich, Tarul Var: ?
Lich, Varalla: ?
Lich, Xonthal: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. (Tyranny of Dragons)
Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich Archlich, Acererak the Eternal: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak. (Tales of the Yawning Portal)
Lich Devkarin: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari. (Guildmasters Guide to Ravnica)
Various forms of fungus grow in and over the rotting flesh to hold the body together. (Guildmasters Guide to Ravnica)
Lich Elf: ?
Lich Elf, Jarad Vod Savo: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos. (Guildmasters Guide to Ravnica)
Lich Elf, Valindra Shadowmantle: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Lichen: Lichen liches are the undead remnants of powerful druids. (Candlekeep Mysteries)
Lich Lichen, Xanthoria: Xanthoria was a powerful druid who transformed herself into a lichen lich. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders. (Candlekeep Mysteries)
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom. (Candlekeep Mysteries)
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich. (Candlekeep Mysteries)
Lich Lord, Szass Tam: ?
Lich Lord, God, Vecna, The Whispered One: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria. (Explorer's Guide to Wildemount)
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate. (Explorer's Guide to Wildemount)
Lich Netherese, Iriolarthas: ?
Lich Powerful, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lich Sort of, Ooze Master: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze. (Tales of the Yawning Portal)
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze. (Tales of the Yawning Portal)
The Ooze Master is a sort of lich. (Tales of the Yawning Portal)
Lich Terrible, Vecna, The Whispered One: ?
Lich-God, Vecna, Keeper of Secrets: ?
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen.
Lich-Queen Vol: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lichen Lich: See Lich Lichen.
Liddie "Slurtongue" Peddlekant: See Ghost, Liddie "Slurtongue" Peddlekant.
Lightdrinker, Zorak: See Vampire Dwarf, Zorak Lightdrinker.
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Hunt: See Wight, Hunt Lord.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Hand and the Eye: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Lynnorax: See Dracolich Blue Adult, Lynnorax.
Lyntion, Branta: See Demilich, Branta Lyntion.
Lyntion, Branta: See Lich, Branta Lyntion.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Madannith, Tebran: See Vampire Drow, Tebran Madannith.
Maddgoth: See Lich, Maddgoth.
Mage Fallen: See Unhallowed Fallen Mage.
Mage Undead: See Undead Mage.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Malevolent Spirit: See Spirit Malevolent.
Malkolm Brizzenbright See Ghost, Malkolm Brizzenbright.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master Drowned: See Drowned Master.
Master Grand: See Brain in a Jar, Grand Master.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Master Ooze: See Lich Sort of, Ooze Master.
Maurer, Strefan: See Vampire, Strefan Maurer, Strefan the Fiend.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Mechanical Skeleton: See Skeleton Mechanical.
Medusa Undead: See Undead Medusa.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Mera Vacross: See Vampire, Mera Vacross.
Merfolk Ghost: See Ghost Merfolk.
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Miirym the Spectral Wyrm: See Spectral Dragon, Miirym the Spectral Wyrm.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Drinker Vampire: See Vampire Mind Drinker.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding: ?
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Mindless Undead: See Undead Mindless.
Minion Undead: See Undead Minion.
Minotaur Skeleton: See Skeleton Minotaur.
Minotaur Undead: See Undead Minotaur.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Modified Skeleton: See Skeleton Modified.
Mold-Encrusted Skeleton: See Skeleton Mold-Encrusted.
Monstrosity Undead: See Undead Monstrosity.
Moon Elf Mummy: See Mummy Elf Moon.
Moonstar, Vanrak: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Morgia, Sandesyl: See Vampire Elf, Sandesyl Morgia.
Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Mortin, Artor: See Vampire, Artor Mortin, The Baron of Blood.
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mound Shambling Undead: See Undead Shambling Mound.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn. (Icewind Dale – Rise of the Frost Maiden)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Create Undead spell, 9th level or higher slot. (Player's Handbook)
Mummy: See Mummy Desiccated, Mummy, Zombie.
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Centaur: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld. (Tales of the Yawning Portal)
Mummy Desiccated, Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains. (Plane Shift: Amonkhet)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Duergar: ?
Mummy Entombed in Lazotep, Undead Soldier: Unknown to any of the plane’s inhabitants, the entire society of Amonkhet has been manipulated by Nicol Bolas, who has seized control of the world, the gods, and the magic of the plane. Bolas chose this plane for his schemes because of the presence of a magical substance called lazotep, which interacts with the magic of necromancy in strange and powerful ways. Conveniently, he also found here a pious, structured civilization that he could easily subvert to his own purposes. Making himself the God-Pharaoh, he brought the gods themselves under his control, and eliminated anyone who tried to stand against him. Then he transformed the world into a factory designed to produce a huge army of perfect undead soldiers—mummies embalmed in lazotep. (Plane Shift: Amonkhet)
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army. (Plane Shift: Amonkhet)
Mummy Elf Moon, Sahnar: ?
Mummy Gnome, Frug: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed. (Candlekeep Mysteries)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Lord, Diderius: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (The Rise of Tiamat)
When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (Tyranny of Dragons)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Lord, Shaxan Kazraat: ?
Mummy Lord, Valin Sarnaster: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book. (Candlekeep Mysteries)
Mummy Lord Duergar, Gorka Tharn: ?
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions. (Tales of the Yawning Portal)
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Mummy Su-Monster: ?
Murderer Undead: See Unhallowed Undead Murderer.
Murderous Undead: See Undead Murderous.Musician Ghostly: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Mynarc Furdahl: See Undead Warlock, Mynarc Furdahl.
Naergoth Bladelord: See Wight, Naergoth Bladelord.
Naga Bone: See Bone Naga.
Nass Lantomir: See Ghost Spellcasting, Nass Lantomir.
Nath: See Vampire Spawn, Nath.
Nathair-Nathair, Gloine: See Undead Medusa, Gloine Nathair-Nathair.
Necromancer High Cadavix: See Ghost, High Necromancer Cadavix.
Necrophage: See Ghoul Darakhul Necrophage.
Negatively Charged Undead: See Undead Negatively Charged.
Neonate Vampire: See Vampire Neonate.
Nepartak: ?
Netherese Demilich: See Demilich Netherese.
Netherese Esoteric Orchestra Troubled Spirit: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Netherese Lich: See Lich Netherese.
Netherskull: See Death Tyrant, Netherskull.
Nerozar the Defeated: See Zombie Beholder, Nerozar the Defeated.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightshade: ?
Nightveil Specter: See Specter Nightveil.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Nolzur: See Brain in a Jar, Nolzur.
Null: See Vampire Null.
Oak Black of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Obzedat Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Ogre Skeleton: See Skeleton Ogre.
Ogre Zombie: See Zombie Ogre.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Oleyahs: See Demilich, Oleyahs.
One Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
One Enlightened: See Brain in a Jar, Enlightened One.
One Whispered: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
One Whispered: See Lich Lord, God, Vecna, The Whispered One.
One Whispered: See Lich Terrible, Vecna, The Whispered One.
One-Handed Drow Skeleton: See Skeleton Drow One-Handed.
Ooze Master: See Lich Sort of, Ooze Master.
Oracs the Enduring: See Dracolich Black Ancient, Oracs the Enduring.
Orc Ghost: See Ghost Orc.
Orc Undead: See Undead Orc.
Orgupash: See Lich, Archlich Orgupash.
Orzhov Spirit: See Spirit Orzhov.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Palamnite Returned: See Returned Palamnite.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patriarch: See Ghost Obzedat, Ghost Council, Patriarch.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Peddlekant, Liddie: See Ghost, Liddie "Slurtongue" Peddlekant.
Pelek: See Ghost, Pelek.
Pentrakath: See Death Knight, Pentrakath.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Phenax: See Eidolon, Phenax.
Phenax: See Returned, Phenax.
Phylaskia: ?
Pidlwick: See Ghost, Pidlwick.
Pillia Ravenosa: See Vampire, Pillia Ravenosa.
Pixelated Skeleton: See Skeleton Pixelated.
Pixelated Zombie: See Zombie Pixelated.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poison Ivy White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Poltergeist: See Specter Poltergeist.
Poltergeist: See Geist Red-Aligned Poltergeist.
Pony Skeletal Slinger: See Skeletal Pony Slinger.
Pony Slinger Skeletal: See Skeletal Pony Slinger.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Positive Energy Imbued Undead: See Undead Imbued With Positive Energy.
Powerful Lich, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Priest Undead: See Undead Priest.
Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Putrid Undead Spirit: See Undead Spirit Putrid.
Quaal: See Brain in a Jar, Quaal.
Queen Ehlissa: See Brain in a Jar, Queen Ehlissa.
Queen of Death: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Raider Returned: See Returned Raider.
Ranger Dark: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Rat Animal Zombie: See Zombie Animal Rat.
Rat Zombie Animal: See Zombie Animal Rat.
Rats Skeletal Swarm of: See Skeletal Rats Swarm of.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Ravenosa, Pillia: See Vampire, Pillia Ravenosa.
Ravenous Undead: See Undead Ravenous.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Red Adult Dracolich: See Dracolich Red Adult
Red-Aligned Geist Poltergeist: See Geist Red-Aligned Poltergeist.
Reduced-Threat Wight: See Wight Reduced-Threat.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Restless Dead: ?
Restless Ghost: See Ghost Restless.
Restless Spirit: See Spirit Restless.
Restless Undead: See Undead Restless
Restless Undead: See Undead Restless, Ghostly Undead.
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. (Mythic Odysseys of Theros)
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. (Mythic Odysseys of Theros)
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Returned, Erebos: ?
Returned, Phenax: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
Returned, Tymaret the Murder King: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax. (Mythic Odysseys of Theros)
Returned Bandit: ?
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. (Mythic Odysseys of Theros)
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities. (Mythic Odysseys of Theros)
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. (Mythic Odysseys of Theros)
Returned Raider: ?
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. (Mythic Odysseys of Theros)
Returned Sentry Triton: ?
Reulek: See Ghost, Reulek.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
Revenant, Chieftan Javor: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt. (Princes of the Apocalypse)
Revenant, Halleth Garke: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him. (Waterdeep Dungeon of the Mad Archmage)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Rhylzar: See Vampire Spawn, Rhylzar.
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Risen Blacksmith: See Unhallowed Risen Blacksmith.
Risen Dead: ?
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Rose: See Vampire Spawn, Rose.
Ruby: See Vampire Neonate, Twin of Mauer Estate, Ruby.
Ruid: See Ghost Hooded, Ruid.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Sabatene Xilzzrin: See Vampire Drow, Sabatene Xilzzrin.
Sahnar: See Mummy Elf Moon, Sahnar.
Sailor Dead Spirit: See Spirit Dead Sailor.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sal, Ferol: See Wight, Ferol Sal.
Sandesyl Morgia: See Vampire Elf, Sandesyl Morgia.
Sarah: See Ghost Grieving, Sarah.
Sarnaster, Valin: See Mummy Lord, Valin Sarnaster.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Savo Jarad: See Lich Elf, Jarad Vod Savo.
Scholar Undead: See Undead Scholar.
Scream Primal: See Banshee, Yurtriel, The Primal Scream.
Screaming Ghoul: See Ghoul Screaming.
Sea Hag: See Hag Sea.
Sea Hag Dead Spirit: See Spirit Dead Hag Sea.
Sentry Returned: See Returned Sentry.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him. (Icewind Dale – Rise of the Frost Maiden)
Servant Fungal: See Fungal Servant.
Servant Undead: See Undead Servant.
Servitor Spectral Undead: See Undead Spectral Servitor.
Servitor Undead Spectral: See Undead Spectral Servitor.
Severed Arm Undead Archmage: See Undead Archmage Arm Severed.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well. (Icewind Dale – Rise of the Frost Maiden)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Princes of the Apocalypse Adventure Supplement 1.0)
The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn. (Waterdeep Dragonheist)
If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later. (Waterdeep Dungeon of the Mad Archmage)
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it. (Waterdeep Dungeon of the Mad Archmage)
Shadow King: See Lich, Larloch, The Shadow King.
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders. (Tortle Package (5e))
Shadowdusk, Dezmyr: See Death Knight, Dezmyr Shadowdusk.
Shadowdusk, Zalthar: See Death Knight, Zalthar Shadowdusk.
Shadowghast: ?
Shadowmantle, Valindra: See Lich Elf, Valindra Shadowmantle.
Shambling Mound Undead: See Undead Shambling Mound.
Shanglian, Velima: See Vampire, Velima Shanglian.
Shaxan Kazraat: See Mummy Lord, Shaxan Kazraat.
Shemshime: See Spirit Malevolent, Shemshime.
Siburath: See Ghost Merfolk, Siburath.
Silas Folly: See Ghoul Darakhul, Silas Folly.
Silvershield, Torlin: See Wight Chosen of Bhaal, Torlin Silvershield.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore. (Explorer's Guide to Wildemount)
Skeletal Alchemist: ?
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Beast: ?
Skeletal Creature: ?
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: ?
Skeletal Pony Slinger: ?
Skeletal Rats Swarm of: ?
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse, Skeletal Rider.
Skeletal Slinger Pony: See Skeletal Pony Slinger.
Skeletal Songbird: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeletal Undead Spirit: See Undead Spirit Skeletal.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Lost Mine of Phandelver)
Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities. (Out of the Abyss)
The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton. (Waterdeep Dragonheist)
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them. (Waterdeep Dragonheist)
Losser is stealing bones from the City of the Dead to create an army of animated skeletons. (Waterdeep Dragonheist)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Haunted Effect 56-60 of Haunted supernatural region. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Burning: ?
Skeleton Drow One-Handed: ?
Skeleton Dwarf: ?
Skeleton Frost Giant: See Skeleton Giant Frost.
Skeleton Giant: ?
Skeleton Giant Frost: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. (Icewind Dale – Rise of the Frost Maiden)
Skeleton Giant Frost Wielding a Rusty Anchor: ?
Skeleton Giant Storm, Helmdar: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. (Candlekeep Mysteries)
Skeleton Guardian: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea. (Sword Coast Adventurer's Guide)
Skeleton Humanoid: ?
Skeleton Key: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff: ?
Skeleton Mechanical: ?
Skeleton Minotaur: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead. (Return to Glory)
Skeleton Mold-Encrusted: ?
Skeleton Ogre: ?
Skeleton One-Handed Drow: See Skeleton Drow One-Handed.
Skeleton Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Storm Giant: See Skeleton Giant Storm.
Skeleton Thunderbeast: ?
Skeleton Tiefling: The gondola and the skeletal ferryman are all creations of Halaster. (Waterdeep Dungeon of the Mad Archmage)
Skeleton Unusual, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons. (Storm King's Thunder)
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command. (Storm King's Thunder)
Skeleton Warhorse, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Slave Undead: See Undead Slave.
Slinger Pony Skeletal: See Skeletal Pony Slinger.
Slinger Skeletal Pony: See Skeletal Pony Slinger.
Slurtongue: See Ghost, Liddie "Slurtongue" Peddlekant.
Small Yellow Musk Zombie: See Zombie Yellow Musk Small.
Snake Animal Zombie: See Zombie Animal Snake.
Snake Zombie Animal: See Zombie Animal Snake.
Snoof: See Wraith Worg, Snoof.
Snow Maiden: ?
Soldier Undead: See Mummy Entombed in Lazotep, Undead Soldier.
Soldier Undead Free-Thinking: See Undead Soldier Free-Thinking.
Songbird Skeletal: See Skeletal Songbird.
Sorlan: See Ghost, Sorlan.
Sort of Lich: See Lich Sort of.
Soth: See Death Knight, Lord Soth.
Soul-Bound Dead: See Undead Soul-Bound, Soul-Bound Dead.
Soul-Bound Undead: See Undead Soul-Bound, Soul-Bound Dead.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber. (Hoard of the Dragon Queen)
A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world. (Mythic Odysseys of Theros)
Brysis's four servants have arisen at her command as specters. (Out of the Abyss)
These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane. (Princes of the Apocalypse)
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living. (Princes of the Apocalypse)
If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them. (Storm King's Thunder)
The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (The Rise of Tiamat)
The evil remnant of a dead explorer has become a specter that attacks the party. (Tomb of Annihilation)
Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber. (Tyranny of Dragons)
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (Tyranny of Dragons)
The spirits of several dead members of the Cassalanter family are bound to this crypt. (Waterdeep Dragonheist)
The wraith killed the three drow (two females and one male) and turned their spirits into specters. (Waterdeep Dungeon of the Mad Archmage)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Wraith's Create Specter power. (Lost Laboratory of Kwalish (5e))
Wraith's Create Specter power. (The Rise of Tiamat)
Accursed Specter Warlock Hexblade power. (Xanathar's Guide to Everything)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Specter Dwarf: ?
Specter Elf: ?
Specter Nightveil: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. (Guildmasters Guide to Ravnica)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area. (Return to Glory)
Specter Poltergeist, Sylphene: ?
Specter Poltergeist, The White Lady: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Specter Poltergeist, Vazuk: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near. (Out of the Abyss)
Spectral Dragon, Miirym the Spectral Wyrm: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her. (Candlekeep Mysteries)
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library. (Candlekeep Mysteries)
Spectral Servitor Undead: See Undead Spectral Servitor.
Spectral Undead Servitor: See Undead Spectral Servitor.
Spellcaster Undead: See Undead Spellcaster.
Spellcasting Ghost: See Ghost Spellcasting.
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Child Twin: See Spirit Twin Child.
Spirit Dead Sailor: ?
Spirit Dead Hag Sea: ?
Spirit Dead Sea Hag: See Spirit Dead Hag Sea.
Spirit Elf: ?
Spirit Indentured: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude. (Guildmasters Guide to Ravnica)
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits. (Guildmasters Guide to Ravnica)
Spirit Malevolent, Shemshime: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. (Plane Shift: Zendikar)
Spirit of Unnamable Horror: See Undead Spirit of Unnamable Horror.
Spirit Orzhov: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Spirit Restless: ?
Spirit Tormented: See Tormented Spirit, Varushka.
Spirit Troubled Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Spirit Twin Child: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity. (Lost Laboratory of Kwalish (5e))
Spirit Undead: See Undead Spirit.
Spirit Unnamable Horror: See Undead Spirit of Unnamable Horror.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Stillmarsh, Arik: See Vampire, Arik Stillmarsh, Womford Bat.
Storm Giant: See Giant Storm.
Storm Giant Skeleton: See Skeleton Giant Storm.
Storrev: See Lich, Storrev.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Strefan Maurer: See Vampire, Strefan Maurer, Strefan the Fiend.
Strefan the Fiend: See Vampire, Strefan Maurer, Strefan the Fiend.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Su-Monster Mummy: See Mummy Su-Monster.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Svogthir: See Lich, Svogthir.
Swarm of Snakes Undead: See Undead Snakes Swarm of.
Swarm of Skeletal Rats: See Skeletal Rats Swarm of.
Swarm of Undead Snakes: See Undead Snakes Swarm of.
Swarm Skeletal: See Skeletal Swarm.
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Sylphene: See Specter Poltergeist, Sylphene.
Syrgaul Tammeraut: See Drowned Master, Syrgaul Tammeraut.
Szadek: See Vampire Mind Drinker, Szadek.
Szarr: See Ghost, Szarr.
Szass Tam: See Lich Lord, Szass Tam.
T'riizlin: See Banshee, T'riizlin.
Talanatha: See Vampire Spawn, Talanatha.
Tam, Szass: See Lich Lord, Szass Tam.
Tame Zombie: See Zombie Tame, Anointed.
Tammeraut, Syrgaul: See Drowned Master, Syrgaul Tammeraut.
Tarrasque Undead: See Undead Tarrasque.
Tarul Var: See Lich, Tarul Var.
Tebran Madannith: See Vampire Drow, Tebran Madannith.
Tekeli-Li: See Vampire Gnoll, Tekeli-Li.
Terrible Lich: See Lich Terrible.
Tharcion Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Tharn Gorka: See Mummy Lord Duergar, Gorka Tharn.
Thayan Wight, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
The Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Blue Lady: See Ghost, The Blue Lady.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
The Shadow King: See Lich, Larloch, The Shadow King.
The Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich Lord, God, Vecna, The Whispered One.
The Whispered One: See Lich Terrible, Vecna, The Whispered One.
The White Lady: See Specter Poltergeist, The White Lady.
The White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
The Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Thrall Undead: See Undead Thrall.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thunderbeast Skeleton: See Skeleton Thunderbeast
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tiefling Skeleton: See Skeleton Tiefling.
Tloques-Popolocas: See Vampire Spawn With Special Qualities, Tloques-Popolocas.
Tomb Dwarf: See Wight, Tomb Dwarf.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers. (Tortle Package (5e))
Torlin Silvershield: See Wight Chosen of Bhaal, Torlin Silvershield.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tozu: See Vampire Spawn, Tozu.
Treant Undead: See Undead Treant.
Tree Undead: See Undead Tree.
Trenzia: See Flameskull, Trenzia.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Triton Returned Sentry: See Returned Sentry Triton.
Troglodyte Zombie: See Zombie Troglodyte.
Troubled Spirit Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Tuerney the Merciless: See Brain in a Jar, Tuerney the Merciless.
Tugash: See Wraith, Tugash, Tusk of the North.
Turtle Giant Undead: See Undead Turtle Giant.
Turtle Undead Giant: See Undead Turtle Giant.
Tusk of the North: See Wraith, Tugash, Tusk of the North.
Twin Children Spirit: See Spirit Twin Children.
Twin of Mauer Estate: See Vampire Neonate, Twin of Mauer Estate.
Tymaret the Murder King: See Returned, Tymaret the Murder King.
Tyrannosaurus Zombie: See Zombie Tyrannosaurus.
Tyrant Death: See Death Tyrant, Beholder Death Tyrant.
Udhask: See Ghost, Udhask.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Archmage, Nester: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body. (Waterdeep Dungeon of the Mad Archmage)
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained. (Waterdeep Dungeon of the Mad Archmage)
Undead Archmage Arm Severed: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off. (Waterdeep Dungeon of the Mad Archmage)
Undead Behir: ?
Undead Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian. (Waterdeep Dungeon of the Mad Archmage)
Undead Centaur Ghost: See Ghost Undead Centaur.
Undead Cocatrice: ?
Undead Dangerous: ?
Undead Defender: ?
Undead Dragon: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
Undead Elder Brain, Cyrog: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog. (Out of the Abyss)
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath. (Out of the Abyss)
Undead Elf: ?
Undead Evil: ?
Undead Fierce Horror: See Undead Horror Fierce.
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. (Plane Shift: Zendikar)
Undead Ghostly: See Undead Restless, Ghostly Undead.
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Giant Turtle: See Undead Turtle Giant.
Undead Gnoll: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god. (Tales of the Yawning Portal)
Undead Guardian: ?
Undead Horrible: ?
Undead Horror: ?
Undead Horror Fierce: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors. (Guildmasters Guide to Ravnica)
Undead Horse: ?
Undead Imbued With Positive Energy: ?
Undead Jellified Kenku High Priest: See Undead Kenku Jellified High Priest.
Undead Karrnathi: ?
Undead Kenku High Priest Jellified: See Undead Kenku Jellified High Priest.
Undead Kenku Jellified High Priest: ?
Undead Mage: ?
Undead Medusa, Gloine Nathair-Nathair: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues. (Lost Laboratory of Kwalish (5e))
Undead Mindless: ?
Undead Minion: ?
Undead Minotaur: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities. (Wayfinders Guide to Eberron)
Undead Mound Shambling: See Undead Shambling Mound.
Undead Mount, Draugir: ?
Undead Murderer: See Unhallowed Undead Murderer.
Undead Murderous: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead. (Tomb of Annihilation)
Undead Negatively Charged: ?
Undead Orc: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Ravenous: ?
Undead Restless: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith. (Explorer's Guide to Wildemount)
Undead Restless, Ghostly Undead: Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana’s flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. (Plane Shift: Zendikar)
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Scholar: ?
Undead Servant: ?
Undead Servitor Spectral: See Undead Spectral Servitor.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones. (Waterdeep Dungeon of the Mad Archmage)
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. (Tales of the Yawning Portal)
Undead Snakes Swarm of: ?
Undead Soldier: See Mummy Entombed in Lazotep, Undead Soldier.
Undead Soldier Free-Thinking: ?
Undead Soul-Bound, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. (Tales of the Yawning Portal)
Undead Spectral Servitor: Most wraiths can transform those they have slain into spectral undead servitors. (Lost Mine of Phandelver)
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit of Unnamable Horror: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Undead Swarm of Snakes: See Undead Snakes Swarm of.
Undead Tarrasque: ?
Undead Thrall: ?
Undead Treant: ?
Undead Tree: ?
Undead Turtle Giant: ?
Undead Warlock, Mynarc Furdahl: ?
Undead Warrior: ?
Undead Wayward: ?
Undeath Amalgam: See Amalgam of Undeath.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Undying Soldier: ?
Undying Wizard, Fistandantalus: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Ukurlahmu: See Bone Naga, Ukurlahmu.
Unnamable Horror: See Undead Spirit of Unnamable Horror.
Unusual Skeleton: See Skeleton Unusual.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vacross, Mera: See Vampire, Mera Vacross.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Valin Sarnaster: See Mummy Lord, Valin Sarnaster.
Valindra Shadowmantle: See Lich Elf, Valindra Shadowmantle.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a “condition of the blood.” (Plane Shift: Innistrad)
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part. (Plane Shift: Innistrad)
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood. (Plane Shift: Innistrad)
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual. (Plane Shift: Innistrad)
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Arik Stillmarsh, Womford Bat: ?
Vampire, Artor Mortin, The Baron of Blood: ?
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Drelzna: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson. (Tales of the Yawning Portal)
Vampire, Lord Ruthven: ?
Vampire, Mera Vacross: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments. (Explorer's Guide to Wildemount)
Vampire, Otmar the Sallow: ?
Vampire, Pillia Ravenosa: ?
Vampire, Strefan Maurer, Strefan the Fiend: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Velima Shanglian: ?
Vampire, Xolec: ?
Vampire Ancient: ?
Vampire Blood Drinker: ?
Vampire Cleric, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god. (Waterdeep Dungeon of the Mad Archmage)
Vampire Drinker Blood: See Vampire Blood Drinker.
Vampire Drinker Mind: See Vampire Mind Drinker.
Vampire Drow, Sabatene Xilzzrin: ?
Vampire Drow, Tebran Madannith: ?
Vampire Dwarf, Ctenmiir: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain. (Lost Laboratory of Kwalish (5e))
Vampire Dwarf, Zorak Lightdrinker: ?
Vampire Elder: ?
Vampire Elf: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Elf, Sandesyl Morgia: ?
Vampire Gnoll: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. (Icewind Dale – Rise of the Frost Maiden)
Vampire Gnoll, Tekeli-Li: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit. (Icewind Dale – Rise of the Frost Maiden)
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption. (Icewind Dale – Rise of the Frost Maiden)
Vampire God, Zotzilaha: ?
Vampire Human, Issem: ?
Vampire Lord: ?
Vampire Mind Drinker: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration. (Guildmasters Guide to Ravnica)
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind. (Guildmasters Guide to Ravnica)
Vampire Mind Drinker, Szadek: ?
Vampire Neonate: ?
Vampire Neonate, Twin of Mauer Estate, Carmine: ?
Vampire Neonate, Twin of Mauer Estate, Ruby: ?
Vampire Null: A humanoid killed with a Zendikar vampire's Bloodthirst ability becomes a null. (Plane Shift: Ixalan)
When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null. (Plane Shift: Zendikar)
A humanoid killed by a vampire's blood thirst becomes a null. (Plane Shift: Zendikar)
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn. (Explorer's Guide to Wildemount)
A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (Lost Laboratory of Kwalish (5e))
A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (The Rise of Tiamat)
The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Angelica: ?
Vampire Spawn, Aryk: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Bartho: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Brek: ?
Vampire Spawn, Callia: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Darvanos: ?
Vampire Spawn, Deviana: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Ezra: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Gaston: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hector: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hekella: ?
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ilsuban: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Nath: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rhylzar: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rose: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Tozu: ?
Vampire Spawn, Valenta Popofsky: ?
Vampire Spawn, Yaveros: ?
Vampire Spawn, Yuri: ?
Vampire Spawn Human, Eldrath: ?
Vampire Spawn Kobold: The creature is a kohold vampire spawn created by Tekeli-li. (Icewind Dale – Rise of the Frost Maiden)
Vampire Spawn With Special Qualities, Tloques-Popolocas: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite. (Tales of the Yawning Portal)
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Tharcion Eseldra Yeth: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. (Tales of the Yawning Portal)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vanrak Moonstar: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Var, Tarul: See Lich, Tarul Var.
Varalla: See Lich, Varalla.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Varyas: See Eidolon Flitterstep, Varyas.
Vazuk: See Specter Poltergeist, Vazuk.
Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Vecna: See Lich Lord, God, Vecna, The Whispered One.
Vecna: See Lich Terrible, Vecna, The Whispered One.
Vecna: See Lich-God, Vecna, Keeper of Secrets.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Velima Shanglian: See Vampire, Velima Shanglian.
Veneranda: See Brain in a Jar, Veneranda.
Vengeful Dead: ?
Vengeful Ghost: See Ghost Vengeful.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Dragon Cave, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen.
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Vod Savo, Jarad: See Lich Elf, Jarad Vod Savo.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Vol, Erandis: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Vol Lich-Queen: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vorugal: See Dracolich White Ancient, Vorugal.
Vuliev: See Ghost Obzedat, Vuliev.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned, Drowned One, Drowned Undead, Walker.
Walker Coldlight: See Coldlight Walker.
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic. (Tomb of Annihilation)
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive. (Tomb of Annihilation)
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life. (Tomb of Annihilation)
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. (Tomb of Annihilation) According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities. (Tomb of Annihilation)
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse.
Warlock Undead: See Undead Warlock.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Warrior Dread: See Dread Warrior.
Warrior Fallen: See Unhallowed Fallen Warrior.
Warrior Undead: See Undead Warrior.
Wayward Undead: See Undead Wayward.
Weirding Wizard: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Well-Preserved Human Zombie: See Zombie Human Well-Preserved.
Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Whispered One: See Lich Lord, God, Vecna, The Whispered One.
Whispered One: See Lich Terrible, Vecna, The Whispered One.
White Ancient Dracolich: See Dracolich White Ancient.
White Dracolich Ancient: See Dracolich White Ancient.
White Lady: See Specter Poltergeist, The White Lady.
White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. (Tales of the Yawning Portal)
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards. (Tales of the Yawning Portal)
With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold. (Tortle Package (5e))
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wight, Ayocuan: ?
Wight, Drovath Harrn: ?
Wight, Ferol Sal: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since. (Explorer's Guide to Wildemount)
Wight, Hunt Lord: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights. (Storm King's Thunder)
Wight, Naergoth Bladelord: ?
Wight, Tomb Dwarf: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction. (Tomb of Annihilation)
Wight, Withers, Gorra: ?
Wight of Precint Six: ?
Wight Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Chosen of Bhaal, Torlin Silvershield: ?
Wight Reduced-Threat: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack. (Tales of the Yawning Portal)
Wight Thayan, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas: ?
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell. (Waterdeep Dungeon of the Mad Archmage)
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.(Waterdeep Dungeon of the Mad Archmage)
Will-o'-Wisp, Crisann: ?
Will-o'-Wisp, Z'reska: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs. (Waterdeep Dungeon of the Mad Archmage)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Withers: See Wight, Withers, Gorra.
Wizard of Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Wizard Undying: See Undying Wizard.
Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Womford Bat: See Vampire, Arik Stillmarsh, Womford Bat.
Worg Ghost: See Ghost Worg.
Worg Wraith: See Wraith Worg.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith. (Explorer's Guide to Wildemount)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
A wraith is the incorporeal remnant of a particularly hateful being. (Lost Mine of Phandelver)
The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area. (Mythic Odysseys of Theros)
The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge. (The Rise of Tiamat)
The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wraith, Brysis of Khaem: The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by specters who were once her loyal retainers. (Out of the Abyss)
Wraith, Drakareth: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith. (Icewind Dale – Rise of the Frost Maiden)
Wraith, Hate-Filled Apparition, Mormesk the Wraith: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition. (Lost Mine of Phandelver)
Wraith, Klannk, Defiler of Wizards: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith. (Return to Glory)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wraith, Tugash, Tusk of the North: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith. (Return to Glory)
Wraith Worg, Howler: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wraith Worg, Snoof: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xanthoria: See Lich Lichen, Xanthoria.
Xaxosz, Xil: See Ghost Obzedat, Xil Xaxosz.
Xil Xaxosz: See Ghost Obzedat, Xil Xaxosz.
Xilzzrin, Sabatene: See Vampire Drow, Sabatene Xilzzrin.
Xolec: See Vampire, Xolec.
Xonthal: See Lich, Xonthal.
Yael: See Ghost, General Yael.
Yaveros: See Vampire Spawn, Yaveros.
Yellow Musk Zombie: See Zombie Yellow Musk.
Yeth, Eseldra: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Yoastal: See Ghost, Yoastal.
Yuri: See Vampire Spawn, Yuri.
Yurtriel, The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Z'reska: See Will-o'-Wisp, Z'reska.
Zalthar Shadowdusk: See Death Knight, Zalthar Shadowdusk.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zil Ephram: See Zombie, Zil Ephram.
Zizokrishka: See Dracolich Blue Adult, Zizokrishka.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. (Explorer's Guide to Wildemount)
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free. (Explorer's Guide to Wildemount)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies. (Guildmasters Guide to Ravnica)
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity. (Guildmasters Guide to Ravnica)
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting. (Guildmasters Guide to Ravnica)
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves. (Lost Mine of Phandelver)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie. (Plane Shift: Zendikar)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.3)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.2)
A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (Tyranny of Dragons)
Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. (Waterdeep Dungeon of the Mad Archmage)
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls. (Waterdeep Dungeon of the Mad Archmage)
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days. (Waterdeep Dungeon of the Mad Archmage)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Finger of Death spell. (Player's Basic Rules V0.3)
Finger of Death spell. (Player's Basic Rules V0.2)
Finger of Death spell. (Player's Handbook)
Negative Energy Flood spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Fungal Infestation Druid Circle of Spores power. (Guildmasters Guide to Ravnica)
Fungal Infestation Druid Circle of Spores power. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Zombie: See Mummy Desiccated, Mummy, Zombie.
Zombie, Zil Ephram: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse. (Waterdeep Dungeon of the Mad Archmage)
Zombie Ankylosaurus: ?
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Ash: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. (Lost Mine of Phandelver)
Zombie Beholder: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian. (Waterdeep Dragonheist)
Zombie Beholder, Nerozar the Defeated: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur. (Waterdeep Dungeon of the Mad Archmage)
Zombie Blood: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Chultan: ?
Zombie Drow: ?
Zombie Dwarf: ?
Zombie Fiery: ?
Zombie Frost Giant: See Zombie Giant Frost.
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Giant Frost: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. (Explorer's Guide to Wildemount)
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape. (Explorer's Guide to Wildemount)
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Giant Frost, Jarl Conessa Berg: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Girallon: ?
Zombie Greater: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. (Tales of the Yawning Portal)
Zombie Human: ?
Zombie Human Well-Preserved: ?
Zombie Husk: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. (Explorer's Guide to Wildemount)
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. (Explorer's Guide to Wildemount)
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute. (Explorer's Guide to Wildemount)
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie. (Explorer's Guide to Wildemount)
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie. (Explorer's Guide to Wildemount)
Zombie Husk Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. (Explorer's Guide to Wildemount)
Zombie Icewind Kobold: See Zombie Kobold Icewind.
Zombie Kobold Icewind: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. (Icewind Dale – Rise of the Frost Maiden)
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. (Icewind Dale – Rise of the Frost Maiden)
Zombie Liquid: ?
Zombie Ogre: ?
Zombie Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Tame, Anointed: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies. (Plane Shift: Amonkhet)
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering. (Plane Shift: Amonkhet)
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet. (Plane Shift: Amonkhet)
The anointed are simply tame zombies. (Plane Shift: Amonkhet)
Zombie Troglodyte: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell. (Waterdeep Dungeon of the Mad Archmage)
Zombie Tyrannosaurus: ?
Zombie Yellow Musk: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. (Tomb of Annihilation)
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. (Tomb of Annihilation)
Zombie Yellow Musk Small: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. (Tomb of Annihilation)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.
Zorak Lightdrinker: See Vampire Dwarf, Zorak Lightdrinker.
Zotzilaha: See Vampire God, Zotzilaha.
Zyrian the Scrivener: See Ghost, Zyrian the Scrivener.
5e WotC
5e SRD v 5.1:
D&D Basic Rules Version 1.0:
Monster Manual:
Monsters & Creatures: A Young Adventurer's Guide
Mordenkainen's Tome of Foes
Volo's Guide to Monsters
Acquisitions Incorporated
Baldur's Gate Descent Into Avernus
Candlekeep Mysteries
Curse of Strahd
Deck of Many Things
DM Basic Rules V0.5
Dragon+: Six Faces of Death (5e)
Dungeons & Dragons Starter Set Stranger Things
Dungeon Master's Guide
Dungeons & Dragons vs Rick and Morty
Eberron: Rising from the Last War
Essentials Kit
Explorer's Guide to Wildemount
Ghosts of Saltmarsh
Guildmasters Guide to Ravnica
Hoard of the Dragon Queen
Icewind Dale – Rise of the Frost Maiden
Krenko's Way (5e)
Locathah Rising (5e)
Lost Laboratory of Kwalish (5e)
Lost Mine of Phandelver
Mythic Odysseys of Theros
Out of the Abyss
Plane Shift: Amonkhet
Plane Shift: Dominaria
Plane Shift: Innistrad
Plane Shift: Ixalan
Plane Shift: Zendikar
Player's Basic Rules V0.3
Player's Basic Rules V0.2
Player's Handbook
Princes of the Apocalypse
Princes of the Apocalypse Adventure Supplement 1.0
Return to Glory
Storm King's Thunder
Sword Coast Adventurer's Guide
Tales of the Yawning Portal
Tasha's Cauldron of Everything
The Lost Kenku (5e)
The Rise of Tiamat
Tomb of Annihilation
Tortle Package (5e)
Tyranny of Dragons
Volo’s Waterdeep Enchiridion (5e)
Warriors and Weapons: A Young Adventurer's Guide
Waterdeep Dragonheist
Waterdeep Dungeon of the Mad Archmage
Wayfinders Guide to Eberron
Xanathar's Guide to Everything
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
D&D Basic Rules Version 1.0:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Monster Manual:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Monsters & Creatures: A Young Adventurer's Guide
Vampire Lord: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?
Mordenkainen's Tome of Foes
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Archlich, Vecna: ?
Kas, Vampire Lord: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.
Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast: ?
Vlaakith, Lich-Queen, Githyanki: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Archlich, Vecna: ?
Kas, Vampire Lord: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.
Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast: ?
Vlaakith, Lich-Queen, Githyanki: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
Volo's Guide to Monsters
Bodak: A bodak is the undead remains of someone who revered Orcus.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.
Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.
Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Acquisitions Incorporated
Jelayne, Unusual Skeleton: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton.
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?
Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?
Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?
Baldur's Gate Descent Into Avernus
Swarm of Skeletal Rats: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.
Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.
Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.
Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.
Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith
Candlekeep Mysteries
Undead: ?
Miirym the Spectral Wyrm, Spectral Dragon: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library.
Shemshime, Malevolent Spirit: ?
Cloud Giant Ghost: ?
Undead Minion: ?
Zizokrishka, Adult Blue Dracolich: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable.
Helmdar, Storm Giant Skeleton: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair.
Undead Thrall: ?
Xanthoria, Lichen Lich: Xanthoria was a powerful druid who transformed herself into a lichen lich.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders.
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom.
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich.
Undead Behir: ?
Lichen Lich: Lichen liches are the undead remnants of powerful druids.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Death Tyrant: ?
Mold-Encrusted Skeleton: ?
Death Knight: ?
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity.
Sarah, Grieving Ghost: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor.
Ghost: It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait.
Zyrian the Scrivener, Ghost: ?
Ghoul: ?
Lich: Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures.
Fungal Servant: ?
Mummy Lord: The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed.
Valin Sarnaster, Mummy Lord: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book.
Mummy: ?
Undead Scholar: ?
Shadow: ?
Warhorse Skeleton: ?
Hands of the Dead: ?
Sylphene, Poltergeist: ?
Poltergeist: ?
Specter: ?
Elf Vampire: ?
Vampire: ?
Wight: ?
Drovath Harrn, Wight: ?
Will-o'-Wisp: ?
Zombie: ?
Miirym the Spectral Wyrm, Spectral Dragon: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library.
Shemshime, Malevolent Spirit: ?
Cloud Giant Ghost: ?
Undead Minion: ?
Zizokrishka, Adult Blue Dracolich: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable.
Helmdar, Storm Giant Skeleton: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair.
Undead Thrall: ?
Xanthoria, Lichen Lich: Xanthoria was a powerful druid who transformed herself into a lichen lich.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders.
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom.
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich.
Undead Behir: ?
Lichen Lich: Lichen liches are the undead remnants of powerful druids.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Death Tyrant: ?
Mold-Encrusted Skeleton: ?
Death Knight: ?
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity.
Sarah, Grieving Ghost: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor.
Ghost: It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait.
Zyrian the Scrivener, Ghost: ?
Ghoul: ?
Lich: Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures.
Fungal Servant: ?
Mummy Lord: The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed.
Valin Sarnaster, Mummy Lord: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book.
Mummy: ?
Undead Scholar: ?
Shadow: ?
Warhorse Skeleton: ?
Hands of the Dead: ?
Sylphene, Poltergeist: ?
Poltergeist: ?
Specter: ?
Elf Vampire: ?
Vampire: ?
Wight: ?
Drovath Harrn, Wight: ?
Will-o'-Wisp: ?
Zombie: ?
Curse of Strahd
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty.
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?
Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?
Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?
Deck of Many Things
Avatar of Death: ?
DM Basic Rules V0.5
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Dragon+: Six Faces of Death (5e)
Vargo, Skull Lord: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Dungeons & Dragons Starter Set Stranger Things
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?
Dungeon Master's Guide
Avatar of Death: ?
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?
Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?
Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?
Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?
Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
Dungeons & Dragons vs Rick and Morty
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Eberron: Rising from the Last War
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?
Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.
MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?
Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.
MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.
Essentials Kit
Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?
Explorer's Guide to Wildemount
Frost Giant Zombie: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead.
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape.
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Jarl Conessa Berg, Frost Giant Zombie: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Husk Zombie: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute.
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie.
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie.
Husk Zombie Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection.
Shadowghast: ?
Undead: ?
Mynarc Furdahl, Undead Warlock: ?
Restless Undead: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith.
Undead Minion: ?
Undead Horror: ?
Undead Spirit of Unnamable Horror: ?
Swarm of Undead Snakes: ?
Ghost of an Aerorian Citizen: ?
Ghost: ?
Vecna, The Whispered One, Lich, Terrible Lich: ?
Vecna, The Whispered One, Lich Lord, God: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria.
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate.Oleyahs, Demilich: ?
Demilich: ?
Vorugal, Ancient White Dracolich: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich.
Oracs the Enduring, Ancient Black Dracolich: ?
Pentrakath, Death Knight: ?
Shadow: ?
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore.
Skeletal Creature: ?
Specter of Dwarf: ?
Specter of Elf: ?
Spirit of Dead Sailor: ?
Spirit of Dead Sea Hag: ?
Pillia Ravenosa, Vampire: ?
Vampire Spawn: Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn.
Velima Shanglian, Vampire: ?
Mera Vacross, Vampire: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments.
Vampire: ?
Wight: ?
Poltergeist: ?
Ferol Sal, Wight: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since.
Wraith: The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith.
Zombie: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death.
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free.
Human Zombie: ?
Well-Preserved Human Zombie: ?
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape.
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Jarl Conessa Berg, Frost Giant Zombie: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Husk Zombie: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute.
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie.
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie.
Husk Zombie Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection.
Shadowghast: ?
Undead: ?
Mynarc Furdahl, Undead Warlock: ?
Restless Undead: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith.
Undead Minion: ?
Undead Horror: ?
Undead Spirit of Unnamable Horror: ?
Swarm of Undead Snakes: ?
Ghost of an Aerorian Citizen: ?
Ghost: ?
Vecna, The Whispered One, Lich, Terrible Lich: ?
Vecna, The Whispered One, Lich Lord, God: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria.
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate.Oleyahs, Demilich: ?
Demilich: ?
Vorugal, Ancient White Dracolich: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich.
Oracs the Enduring, Ancient Black Dracolich: ?
Pentrakath, Death Knight: ?
Shadow: ?
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore.
Skeletal Creature: ?
Specter of Dwarf: ?
Specter of Elf: ?
Spirit of Dead Sailor: ?
Spirit of Dead Sea Hag: ?
Pillia Ravenosa, Vampire: ?
Vampire Spawn: Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn.
Velima Shanglian, Vampire: ?
Mera Vacross, Vampire: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments.
Vampire: ?
Wight: ?
Poltergeist: ?
Ferol Sal, Wight: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since.
Wraith: The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith.
Zombie: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death.
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free.
Human Zombie: ?
Well-Preserved Human Zombie: ?
Ghosts of Saltmarsh
Bodak: These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death.
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?
Guildmasters Guide to Ravnica
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual).
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence.
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies.
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed.
Devkarin Lich: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.
Various forms of fungus grow in and over the rotting flesh to hold the body together.
Storrev, Lich: ?
Orzhov Spirit: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Indentured Spirit: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits.
Nightveil Specter: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live.
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
Blood Drinker Vampire: ?
Mind Drinker Vampire: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Szadek, Mind Drinker Vampire: ?
Jarad Vod Savo, Elf Lich: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.
Obzedat Ghost, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Karlov, Grandfather, Obzedat Ghost: ?
Enezesku, Obzedat Ghost: ?
Fautomni, Obzedat Ghost:
Vuliev, Obzedat Ghost: ?
Xil Xaxosz, Obzedat Ghost: ?
Svogthir, Lich: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle.
Elf Lich: ?
Wight of Precint Six: ?
Undead: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Fierce Undead Horror: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors.
Ghost: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual.
Lich: ?
Revenant: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Shadow: ?
Specter: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Vampire: ?
Wraith: ?
Ogre Zombie: ?
Zombie: Druid Circle of Spores Fungal Infestation power.
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies.
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity.
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting.
FUNGAL INFESTATION
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence.
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies.
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed.
Devkarin Lich: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.
Various forms of fungus grow in and over the rotting flesh to hold the body together.
Storrev, Lich: ?
Orzhov Spirit: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Indentured Spirit: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits.
Nightveil Specter: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live.
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
Blood Drinker Vampire: ?
Mind Drinker Vampire: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Szadek, Mind Drinker Vampire: ?
Jarad Vod Savo, Elf Lich: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.
Obzedat Ghost, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Karlov, Grandfather, Obzedat Ghost: ?
Enezesku, Obzedat Ghost: ?
Fautomni, Obzedat Ghost:
Vuliev, Obzedat Ghost: ?
Xil Xaxosz, Obzedat Ghost: ?
Svogthir, Lich: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle.
Elf Lich: ?
Wight of Precint Six: ?
Undead: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Fierce Undead Horror: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors.
Ghost: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual.
Lich: ?
Revenant: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Shadow: ?
Specter: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Vampire: ?
Wraith: ?
Ogre Zombie: ?
Zombie: Druid Circle of Spores Fungal Infestation power.
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies.
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity.
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting.
FUNGAL INFESTATION
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Hoard of the Dragon Queen
Undead Dragon: ?
Szass Tam, Lich: ?
Sandesyl Morgia, Elf Vampire: ?
Dracolich: ?
Vampire Spawn: ?
Specter: Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber.
Will-o'-Wisp: ?
Szass Tam, Lich: ?
Sandesyl Morgia, Elf Vampire: ?
Dracolich: ?
Vampire Spawn: ?
Specter: Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber.
Will-o'-Wisp: ?
Icewind Dale – Rise of the Frost Maiden
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars.
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars.
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar.
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body.
Veneranda, Brain in a Jar: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life.
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure.
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden.
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker.
Frost Giant Skeleton: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.
Frost Giant Skeleton Wielding a Rusty Anchor: ?
Gnoll Vampire: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
Tekeli-Li, Gnoll Vampire: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption.
Icewind Kobold Zombie: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells.
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.
Kobold Vampire Spawn: The creature is a kohold vampire spawn created by Tekeli-li.
Nass Lantomir's Ghost, Spellcasting Ghost: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb.
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book.
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him.
Undead: ?
Undead Servant: ?
Banshee: This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act.
Crawling Claw: ?
The White Lady, Poltergeist: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
The White Lady of Lac Dinneshere, Ghost: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
Janth Alowar, Ghost: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered.
High Necromancer Cadavix, Ghost: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall.
Ghoul: ?
Iriolarthas, Netherese Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach.
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death.
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust.
Iriolarthas, Netherese Lich: ?
Szass Tam, Lich: ?
Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery.
Lich: ?
Sahnar, Moon Elf Mummy: ?
Mummy: The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn.
Shadow: The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well.
Vampire: ?
Krintaas, Wight Bodyguard, Thayan Wight, Undead Bodyguard: ?
Will-o'-Wisp: ?
Drakareth, Wraith: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith.
Ogre Zombie: ?
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars.
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars.
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar.
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body.
Veneranda, Brain in a Jar: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life.
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure.
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden.
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker.
Frost Giant Skeleton: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.
Frost Giant Skeleton Wielding a Rusty Anchor: ?
Gnoll Vampire: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
Tekeli-Li, Gnoll Vampire: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption.
Icewind Kobold Zombie: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells.
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.
Kobold Vampire Spawn: The creature is a kohold vampire spawn created by Tekeli-li.
Nass Lantomir's Ghost, Spellcasting Ghost: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb.
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book.
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him.
Undead: ?
Undead Servant: ?
Banshee: This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act.
Crawling Claw: ?
The White Lady, Poltergeist: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
The White Lady of Lac Dinneshere, Ghost: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
Janth Alowar, Ghost: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered.
High Necromancer Cadavix, Ghost: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall.
Ghoul: ?
Iriolarthas, Netherese Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach.
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death.
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust.
Iriolarthas, Netherese Lich: ?
Szass Tam, Lich: ?
Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery.
Lich: ?
Sahnar, Moon Elf Mummy: ?
Mummy: The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn.
Shadow: The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well.
Vampire: ?
Krintaas, Wight Bodyguard, Thayan Wight, Undead Bodyguard: ?
Will-o'-Wisp: ?
Drakareth, Wraith: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith.
Ogre Zombie: ?
Krenko's Way (5e)
Zombie: ?
Locathah Rising (5e)
Drowned Ascetic: ?
Drowned Blade: Gar Shatterkeel Lair Action.
Drowned Assassin: ?
Drowned Master: ?
Drowned, Drowned Undead, Drowned One: The undead remains of those who lost their lives when their ships sunk.
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea.
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning.
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures.
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars.
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army.
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead.
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars.
Gar Shatterkeel Lair Action
Up to five corpses that Gar can see within 60 feet rise up as drowned blades and attack anyone Gar directs them to on his turn.
Drowned Blade: Gar Shatterkeel Lair Action.
Drowned Assassin: ?
Drowned Master: ?
Drowned, Drowned Undead, Drowned One: The undead remains of those who lost their lives when their ships sunk.
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea.
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning.
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures.
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars.
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army.
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead.
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars.
Gar Shatterkeel Lair Action
Up to five corpses that Gar can see within 60 feet rise up as drowned blades and attack anyone Gar directs them to on his turn.
Lost Laboratory of Kwalish (5e)
Ctenmiir, Dwarf Vampire: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain.
Drelzna, Vampire: ?
Gloine Nathair-Nathair, Undead Medusa: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues.
Enlightened One, Brain in a Jar: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life.
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research.
Grand Master, Brain in a Jar: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body.
Alton, Brain in a Jar: ?
Broderick, Brain in a Jar: ?
Corliss, Brain in a Jar: ?
Dunstan, Brain in a Jar: ?
Editha, Brain in a Jar: ?
Glass Armature: ?
Mechanical Skeleton: ?
Undead Jellified Kenku High Priest: ?
Undead Treant: ?
Quaal, Brain in a Jar: ?
Queen Ehlissa, Brain in a Jar: ?
Keoghtom, Brain in a Jar: ?
Nolzur, Brain in a Jar: ?
Tuerney the Merciless, Brain in a Jar: ?
Undead Minotaur: ?
Twin Children Spirit: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity.
Undead Tarrasque: ?
Skeletal Beast: ?
Undead: The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power.
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode.
Vengeful Undead: ?
Brain in a Jar: ?
Skeleton: ?
Vampire: ?
Vampire Spawn: A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wraith: ?
Specter: Wraith's Create Specter power.
Bone Naga: ?
Mummy Lord: ?
Lich: ?
Ghost: A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Drelzna, Vampire: ?
Gloine Nathair-Nathair, Undead Medusa: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues.
Enlightened One, Brain in a Jar: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life.
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research.
Grand Master, Brain in a Jar: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body.
Alton, Brain in a Jar: ?
Broderick, Brain in a Jar: ?
Corliss, Brain in a Jar: ?
Dunstan, Brain in a Jar: ?
Editha, Brain in a Jar: ?
Glass Armature: ?
Mechanical Skeleton: ?
Undead Jellified Kenku High Priest: ?
Undead Treant: ?
Quaal, Brain in a Jar: ?
Queen Ehlissa, Brain in a Jar: ?
Keoghtom, Brain in a Jar: ?
Nolzur, Brain in a Jar: ?
Tuerney the Merciless, Brain in a Jar: ?
Undead Minotaur: ?
Twin Children Spirit: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity.
Undead Tarrasque: ?
Skeletal Beast: ?
Undead: The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power.
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode.
Vengeful Undead: ?
Brain in a Jar: ?
Skeleton: ?
Vampire: ?
Vampire Spawn: A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wraith: ?
Specter: Wraith's Create Specter power.
Bone Naga: ?
Mummy Lord: ?
Lich: ?
Ghost: A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Lost Mine of Phandelver
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Mormesk the Wraith, Hate-Filled Apparition: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.
Wraith: A wraith is the incorporeal remnant of a particularly hateful being.
Spectral Undead Servitor: Most wraiths can transform those they have slain into spectral undead servitors.
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Undead Guardian: ?
Restless Undead: ?
Ash Zombie: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.
Flameskull: Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Mormesk the Wraith, Hate-Filled Apparition: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.
Wraith: A wraith is the incorporeal remnant of a particularly hateful being.
Spectral Undead Servitor: Most wraiths can transform those they have slain into spectral undead servitors.
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Undead Guardian: ?
Restless Undead: ?
Ash Zombie: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.
Mythic Odysseys of Theros
Eidolon: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned; its identity manifests as a spirit-like eidolon.
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Phenax, Eidolon: ?
Flitterstep Eidolon: ?
Varyas, Flitterstep Eidolon: ?
Ghostblade Eidolon: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.
Phylaskia: ?
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities.
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned.
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities.
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies.
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers.
Returned Sentry Triton: ?
Phenax, Returned: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
Tymaret the Murder King, Returned: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax.
Returned Raider: ?
Returned Bandit: ?
Erebos, Returned: ?
Undead: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Dangerous Undead: ?
Wayward Undead: ?
Evil Undead: ?
Black Oak of Odunos, Amalgam of Undeath: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity.
Ghoul: ?
Ghost: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Restless Ghost: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business.
Restless Dead: ?
Shadow: ?
Specter: A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world.
Wraith: The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area.
Fiery Zombie: ?
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Phenax, Eidolon: ?
Flitterstep Eidolon: ?
Varyas, Flitterstep Eidolon: ?
Ghostblade Eidolon: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.
Phylaskia: ?
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities.
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned.
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities.
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies.
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers.
Returned Sentry Triton: ?
Phenax, Returned: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
Tymaret the Murder King, Returned: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax.
Returned Raider: ?
Returned Bandit: ?
Erebos, Returned: ?
Undead: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Dangerous Undead: ?
Wayward Undead: ?
Evil Undead: ?
Black Oak of Odunos, Amalgam of Undeath: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity.
Ghoul: ?
Ghost: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Restless Ghost: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business.
Restless Dead: ?
Shadow: ?
Specter: A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world.
Wraith: The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area.
Fiery Zombie: ?
Out of the Abyss
Brysis of Khaem, Wraith: The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by specters who were once her loyal retainers.
Pelek, Ghost: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido,
Burrow Warden Jadger, Ghost: ?
Vazuk, Poltergeist: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near.
Udhask, Ghost: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot.
Cyrog, Undead Elder Brain: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog.
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
Ghoul: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Zombie: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Orcus regional effect.
Skeleton: Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities.
Orcus lair action.
Orcus regional effect.
Minotaur Skeleton: ?
Specter: Brysis's four servants have arisen at her command as specters.
Mummy: ?
Crawling Claw: ?
Ghost: Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger.
Shadow: ?
Wraith: ?
Death Tyrant: ?
Orcus Lair Action
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands. which can reach anywhere in the lair.
Orcus Regional Effect
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Pelek, Ghost: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido,
Burrow Warden Jadger, Ghost: ?
Vazuk, Poltergeist: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near.
Udhask, Ghost: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot.
Cyrog, Undead Elder Brain: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog.
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
Ghoul: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Zombie: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Orcus regional effect.
Skeleton: Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities.
Orcus lair action.
Orcus regional effect.
Minotaur Skeleton: ?
Specter: Brysis's four servants have arisen at her command as specters.
Mummy: ?
Crawling Claw: ?
Ghost: Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger.
Shadow: ?
Wraith: ?
Death Tyrant: ?
Orcus Lair Action
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands. which can reach anywhere in the lair.
Orcus Regional Effect
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Plane Shift: Amonkhet
Mummy Entombed in Lazotep, Undead Soldier: Unknown to any of the plane’s inhabitants, the entire society of Amonkhet has been manipulated by Nicol Bolas, who has seized control of the world, the gods, and the magic of the plane. Bolas chose this plane for his schemes because of the presence of a magical substance called lazotep, which interacts with the magic of necromancy in strange and powerful ways. Conveniently, he also found here a pious, structured civilization that he could easily subvert to his own purposes. Making himself the God-Pharaoh, he brought the gods themselves under his control, and eliminated anyone who tried to stand against him. Then he transformed the world into a factory designed to produce a huge army of perfect undead soldiers—mummies embalmed in lazotep.
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army.
Mummy, Desiccated Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains.
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Mummy: ?
Mummy Lord: The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Anointed, Tame Zombie: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies.
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet.
The anointed are simply tame zombies.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army.
Wight: ?
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army.
Mummy, Desiccated Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains.
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Mummy: ?
Mummy Lord: The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Anointed, Tame Zombie: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies.
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet.
The anointed are simply tame zombies.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army.
Wight: ?
Plane Shift: Dominaria
Wight: ?
Undead Horse: ?
Undead Horse: ?
Plane Shift: Innistrad
Vampire: Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a “condition of the blood.”
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part.
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood.
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual.
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Vampire Neonate: ?
Vampire Elder: ?
Geist: The restless spirits of the dead.
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.
Geists have always been a presence on Innistrad.
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life.
Benevolent Green-Aligned Geist: Rarely, human spirits return as benevolent green-aligned geists.
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Geist Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists.
Undead: ?
Risen Dead: ?
Zombie: ?
Shadow: ?
Specter: ?
Will-o'-Wisp: ?
Wraith: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Wight: ?
Lich: Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power.
Vampire Spawn: ?
Strefan Maurer, Strefan the Fiend, Vampire: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Strahd Von Zarovich, Vampire: ?
Ruby, Twin of Mauer Estate, Vampire Neonate: ?
Carmine, Twin of Mauer Estate, Vampire Neonate: ?
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part.
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood.
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual.
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Vampire Neonate: ?
Vampire Elder: ?
Geist: The restless spirits of the dead.
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.
Geists have always been a presence on Innistrad.
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life.
Benevolent Green-Aligned Geist: Rarely, human spirits return as benevolent green-aligned geists.
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Geist Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists.
Undead: ?
Risen Dead: ?
Zombie: ?
Shadow: ?
Specter: ?
Will-o'-Wisp: ?
Wraith: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Wight: ?
Lich: Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power.
Vampire Spawn: ?
Strefan Maurer, Strefan the Fiend, Vampire: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Strahd Von Zarovich, Vampire: ?
Ruby, Twin of Mauer Estate, Vampire Neonate: ?
Carmine, Twin of Mauer Estate, Vampire Neonate: ?
Plane Shift: Ixalan
Null: A humanoid killed with a Zendikar vampire's Bloodthirst ability becomes a null.
Plane Shift: Zendikar
Restless Undead, Ghostly Undead: Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana’s flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being.
Shade: ?
Shadow: ?
Wraith: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection.
Ghost: ?
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body.
Zombie: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie.
Vampire Null: When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null.
A humanoid killed by a vampire's blood thirst becomes a null.
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself.
Demilich: ?
Shade: ?
Shadow: ?
Wraith: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection.
Ghost: ?
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body.
Zombie: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie.
Vampire Null: When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null.
A humanoid killed by a vampire's blood thirst becomes a null.
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself.
Demilich: ?
Player's Basic Rules V0.3
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Player's Basic Rules V0.2
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Player's Handbook
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead.
Ghost: ?
Ghoul: Create Undead spell.
Ghast: Create Undead spell, 8th level or higher slot.
Lich: ?
Mummy: Create Undead spell, 9th level or higher slot.
Vecna: ?
Skeleton: Animate Dead spell.
Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Wight: Create Undead spell, 8th level or higher slot.
Zombie: Animate Dead spell.
Finger of Death spell.
ANIMATE DEAD
3rd Level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh,and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you've given it. To maintain control of the creature for another24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
CREATE UNDEAD
6th-leveI necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V,S, M (one clay pot tilled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels.
When you cast this spell using a 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-leveI spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-leveI spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
FINGER OF DEATH
7th-leveI necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead.
Ghost: ?
Ghoul: Create Undead spell.
Ghast: Create Undead spell, 8th level or higher slot.
Lich: ?
Mummy: Create Undead spell, 9th level or higher slot.
Vecna: ?
Skeleton: Animate Dead spell.
Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Wight: Create Undead spell, 8th level or higher slot.
Zombie: Animate Dead spell.
Finger of Death spell.
ANIMATE DEAD
3rd Level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh,and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you've given it. To maintain control of the creature for another24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
CREATE UNDEAD
6th-leveI necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V,S, M (one clay pot tilled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels.
When you cast this spell using a 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-leveI spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-leveI spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
FINGER OF DEATH
7th-leveI necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Princes of the Apocalypse
Aquatic Ghoul: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite.
Reulek, Ghost: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest.
Chieftan Javor, Revenant: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt.
Ghoul: ?
Wight: ?
Will-o'-Wisp: ?
Ghast: ?
Vampire Spawn: ?
Specter: These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane.
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living.
Flameskull: ?
Zombie: ?
Skeleton: ?
Crawling Claw: ?
Reulek, Ghost: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest.
Chieftan Javor, Revenant: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt.
Ghoul: ?
Wight: ?
Will-o'-Wisp: ?
Ghast: ?
Vampire Spawn: ?
Specter: These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane.
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living.
Flameskull: ?
Zombie: ?
Skeleton: ?
Crawling Claw: ?
Princes of the Apocalypse Adventure Supplement 1.0
Crawling Claw: ?
Ghast: ?
Lich: ?
Revenant: ?
Shadow: If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Specter: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Ghast: ?
Lich: ?
Revenant: ?
Shadow: If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Specter: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Return to Glory
Undead: ?
Wight: ?
Beholder Zombie: ?
Ogre Zombie: ?
Dwarf Zombie: ?
Zombie: ?
Ganash, Tusk of the North, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith.
Yurtriel, The Primal Scream, Banshee: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee.
Klannk, Defiler of Wizards, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith.
Undead Orc: ?
Flameskull: ?
Poltergeist: The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area.
Frug, Gnome Mummy: ?
The Blue Lady, Ghost: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite.
Hinsha, Orc Ghost: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death.
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power.
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing.
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients.
Ghost: ?
Specter: ?
Wraith: ?
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead.
Mindless Undead: ?
Crawling Claw: ?
Great Claw, Ghost of a Worg: Great Claw was the leader of the worgs when the city fell.
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Howler, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Snoof, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Wight: ?
Beholder Zombie: ?
Ogre Zombie: ?
Dwarf Zombie: ?
Zombie: ?
Ganash, Tusk of the North, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith.
Yurtriel, The Primal Scream, Banshee: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee.
Klannk, Defiler of Wizards, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith.
Undead Orc: ?
Flameskull: ?
Poltergeist: The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area.
Frug, Gnome Mummy: ?
The Blue Lady, Ghost: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite.
Hinsha, Orc Ghost: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death.
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power.
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing.
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients.
Ghost: ?
Specter: ?
Wraith: ?
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead.
Mindless Undead: ?
Crawling Claw: ?
Great Claw, Ghost of a Worg: Great Claw was the leader of the worgs when the city fell.
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Howler, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Snoof, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Storm King's Thunder
Thunderbeast Skeleton: ?
Hunt Lord, Wight: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights.
Iniarv, Lich: ?
Shaxan Kazraat, Mummy Lord: ?
Eigeron, Cloud Giant Ghost: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn.
Arik Stillmarsh, Womford Bat, Vampire: ?
Skeleton: ?
Warhorse Skeleton: Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons.
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command.
Wraith: ?
Specter: If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them.
Ghost: ?
Hunt Lord, Wight: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights.
Iniarv, Lich: ?
Shaxan Kazraat, Mummy Lord: ?
Eigeron, Cloud Giant Ghost: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn.
Arik Stillmarsh, Womford Bat, Vampire: ?
Skeleton: ?
Warhorse Skeleton: Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons.
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command.
Wraith: ?
Specter: If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them.
Ghost: ?
Sword Coast Adventurer's Guide
Szass Tam: ?
Baelnorn: ?
Larloch, The Shadow King, Lich:
Kiaransalee: ?
Lich-Queen Vol: ?
Fistandantalus: ?
Gilgeam: ?
Varalla, Lich: ?
Undead:
Dracolich: The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Vecna, Lord of the Hand and the Eye: ?
Skeleton: ?
Guardian Skeleton: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea.
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: ?
Baelnorn: ?
Larloch, The Shadow King, Lich:
Kiaransalee: ?
Lich-Queen Vol: ?
Fistandantalus: ?
Gilgeam: ?
Varalla, Lich: ?
Undead:
Dracolich: The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Vecna, Lord of the Hand and the Eye: ?
Skeleton: ?
Guardian Skeleton: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea.
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: ?
Tales of the Yawning Portal
Centaur Mummy: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
Deathlock Wight: ?
Heldrun Arnsfirth, Deathlock Wight Chosen of Auril: ?
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar.
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time.
Giant Skeleton: ?
Greater Zombie: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.
Ooze Master, Sort of Lich: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze.
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze.
The Ooze Master is a sort of lich.
Vampiric Mist: In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood.
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves.
Undead Horror: ?
Undead Defender: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god.
Undead Servant: ?
Warrior Undead: ?
Soul-Bound Undead, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead.
Kazit Gul, Demilich: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich.
Acererak, Demilich: ?
Ghost: All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.
Arundil, Dwarf Mage Insane Ghost: Arundil's ghost is tormented by grief and shame over abandoning his kin to die.
Sorlan, Ghost: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room.
Ghoul: ?
Ghoul Lacedon: ?
Lich: ?
Szass Tam, Lich Lord: ?
Tarul Var, Lich: ?
Vol, Lich: ?
Kazit Gul, Lich: ?
Acererak, Lich: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak.
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions.
Shadow: ?
Skeleton: The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath.
Ogre Skeleton: ?
Humanoid Skeleton: ?
Specter: ?
Ancient Vampire: ?
Zotzilaha, Vampire God: ?
Tloques-Popolocas, Vampire Spawn With Special Qualities: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite.
Vampire: ?
Vampire Spawn: ?
Ctenmiir, Vampire: ?
King Kaius I of Karrnath, Vampire: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson.
Issem, Human Vampire: ?
Eldrath, Human Vampire Spawn: ?
Wight: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes.
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards.
Ayocuan, Wight: ?
Reduced-Threat Wight: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack.
Torlin Silvershield, Wight Chosen of Bhaal: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Deathlock Wight: ?
Heldrun Arnsfirth, Deathlock Wight Chosen of Auril: ?
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar.
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time.
Giant Skeleton: ?
Greater Zombie: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.
Ooze Master, Sort of Lich: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze.
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze.
The Ooze Master is a sort of lich.
Vampiric Mist: In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood.
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves.
Undead Horror: ?
Undead Defender: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god.
Undead Servant: ?
Warrior Undead: ?
Soul-Bound Undead, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead.
Kazit Gul, Demilich: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich.
Acererak, Demilich: ?
Ghost: All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.
Arundil, Dwarf Mage Insane Ghost: Arundil's ghost is tormented by grief and shame over abandoning his kin to die.
Sorlan, Ghost: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room.
Ghoul: ?
Ghoul Lacedon: ?
Lich: ?
Szass Tam, Lich Lord: ?
Tarul Var, Lich: ?
Vol, Lich: ?
Kazit Gul, Lich: ?
Acererak, Lich: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak.
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions.
Shadow: ?
Skeleton: The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath.
Ogre Skeleton: ?
Humanoid Skeleton: ?
Specter: ?
Ancient Vampire: ?
Zotzilaha, Vampire God: ?
Tloques-Popolocas, Vampire Spawn With Special Qualities: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite.
Vampire: ?
Vampire Spawn: ?
Ctenmiir, Vampire: ?
King Kaius I of Karrnath, Vampire: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson.
Issem, Human Vampire: ?
Eldrath, Human Vampire Spawn: ?
Wight: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes.
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards.
Ayocuan, Wight: ?
Reduced-Threat Wight: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack.
Torlin Silvershield, Wight Chosen of Bhaal: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Tasha's Cauldron of Everything
Undead: ?
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Avatar of Death: ?
Banshee: ?
Death Knight: ?
Flameskull: ?
Ghost: ?
Ghoul: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
Lich: ?
Azalin the Lich: ?
Adult Red Dracolich: ?
Shadow: ?
Skeleton: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Haunted Effect 56-60 of Haunted supernatural region.
Specter: ?
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Fungal Infestation Druid Circle of Spores power.
HAUNTED
Haunted environs include homes burdened by dark deeds, the sites of mass killings, and locations where individuals died while experiencing powerful fear, sorrow, or hatred. Haunted places bear echoes of the past and, like ghosts, harass visitors even as they seek respite from age-old traumas. Few places are meaninglessly haunted, and you can easily customize the general results on the following table to suit all manner of macabre tales.
Consider rolling on the Haunted Effects table when the following circumstances occur in the region:
• A creature gains the frightened condition.
• Multiple creatures are unable to see.
• A creature is alone.
• Midnight or another ominous hour arrives.
• A ghost or other creature tied to the region's grim history menaces the party.
HAUNTED EFFECTS
d100 Effect
01-05 A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.
06-10 A random building in the region gains the benefits of the guards and wards spell (save DC 13) for the next 24 hours.
11-15 A mundane part of one random character's surroundings-perhaps a tree bole or a taxidermied animal head-animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.
16-20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.
21-25 The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.
26-30 One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.
31-35 After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.
36-40 During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength (Athletics) check.
41-45 One random creature in the region is targeted by the levitate spell (save DC 15) for 1 minute.
46-50 A nonviolent but unsettling ghost-perhaps a pet, an accident-prone child, or a dismembered big toe-appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to O hit points.
51-55 One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.
56-60 For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a skeleton 1dl0 minutes after dying.
61-65 Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.
66-70 A spirit inhabits one character's simple or martial weapon, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the "Sentient Magic Items" section of the Dungeon Master's Guide.
71-75 A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.
76-80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.
81-85 A coffin or small enclosed space in the region perhaps an antique box, stone cairn, or tree stump sealed with rocks-radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is frightened of all creatures for the next 24 hours. If you roll an odd number, an avatar of death appears and attacks as though summoned by the Skull card from a deck of many things.
86-90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by greater restoration or wish.
91-95 For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.
96-00 A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a SO-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.
FUNGAL INFESTATION
6th-level Circle of Spores feature
Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Avatar of Death: ?
Banshee: ?
Death Knight: ?
Flameskull: ?
Ghost: ?
Ghoul: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
Lich: ?
Azalin the Lich: ?
Adult Red Dracolich: ?
Shadow: ?
Skeleton: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Haunted Effect 56-60 of Haunted supernatural region.
Specter: ?
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Fungal Infestation Druid Circle of Spores power.
HAUNTED
Haunted environs include homes burdened by dark deeds, the sites of mass killings, and locations where individuals died while experiencing powerful fear, sorrow, or hatred. Haunted places bear echoes of the past and, like ghosts, harass visitors even as they seek respite from age-old traumas. Few places are meaninglessly haunted, and you can easily customize the general results on the following table to suit all manner of macabre tales.
Consider rolling on the Haunted Effects table when the following circumstances occur in the region:
• A creature gains the frightened condition.
• Multiple creatures are unable to see.
• A creature is alone.
• Midnight or another ominous hour arrives.
• A ghost or other creature tied to the region's grim history menaces the party.
HAUNTED EFFECTS
d100 Effect
01-05 A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.
06-10 A random building in the region gains the benefits of the guards and wards spell (save DC 13) for the next 24 hours.
11-15 A mundane part of one random character's surroundings-perhaps a tree bole or a taxidermied animal head-animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.
16-20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.
21-25 The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.
26-30 One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.
31-35 After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.
36-40 During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength (Athletics) check.
41-45 One random creature in the region is targeted by the levitate spell (save DC 15) for 1 minute.
46-50 A nonviolent but unsettling ghost-perhaps a pet, an accident-prone child, or a dismembered big toe-appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to O hit points.
51-55 One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.
56-60 For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a skeleton 1dl0 minutes after dying.
61-65 Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.
66-70 A spirit inhabits one character's simple or martial weapon, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the "Sentient Magic Items" section of the Dungeon Master's Guide.
71-75 A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.
76-80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.
81-85 A coffin or small enclosed space in the region perhaps an antique box, stone cairn, or tree stump sealed with rocks-radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is frightened of all creatures for the next 24 hours. If you roll an odd number, an avatar of death appears and attacks as though summoned by the Skull card from a deck of many things.
86-90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by greater restoration or wish.
91-95 For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.
96-00 A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a SO-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.
FUNGAL INFESTATION
6th-level Circle of Spores feature
Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
The Lost Kenku (5e)
The Wizard Weirding, Wizard of Weirding, Mind Flayer Alhoon: ?
The Rise of Tiamat
Undead Dragon: ?
Szass Tam, Lich: ?
Tharcion Eseldra Yeth, Vampire Spellcaster: ?
Naergoth Bladelord, Wight: ?
Xonthal, Lich: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Dracolich: Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Skeleton: Animate Dead spell.
Specter: The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Wraith's Create Specter power.
Vampire Spawn: A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire: ?
Wight: ?
Wraith: The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Szass Tam, Lich: ?
Tharcion Eseldra Yeth, Vampire Spellcaster: ?
Naergoth Bladelord, Wight: ?
Xonthal, Lich: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Dracolich: Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Skeleton: Animate Dead spell.
Specter: The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Wraith's Create Specter power.
Vampire Spawn: A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire: ?
Wight: ?
Wraith: The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Tomb of Annihilation
Acererak the Eternal, Archlich: ?
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago.
Bodak: A bodak is the undead remains of someone who revered Orcus.
Yellow Musk Zombie: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control.
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Small Yellow Musk Zombie: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics.
Ankylosaurus Zombie: ?
Girallon Zombie: ?
Tyrannosaurus Zombie: ?
Undead: The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians.
Murderous Undead: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead.
Horrible Undead: ?
Ravenous Undead: ?
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic.
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive.
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life.
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities.
Giant Undead Turtle: ?
Swarm of Undead Spiders: ?
Mindless Undead: ?
Tomb Guardian, Mindless Undead Flesh Golem Encased in Plate Armor: This guardian was fashioned using the salvaged remains of Seward, an adventurer with the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight.
Blind Artist Undead Servant of Acererak: ?
Ch'gakare, Undead Warrior: ?
Powerful Undead: ?
Lesser Undead: ?
Greater Undead: ?
Crawling Claw: ?
Ghost: ?
Restless Spirit: ?
Ghoul: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Screaming Ghoul: ?
Ghast: ?
Hungry Ghast: ?
Lich: ?
Valindra Shadowmantle, Elf Lich: ?
Szass Tam, Lich: ?
Vecna, Lich: ?
Nepartak: ?
Su-Monster Mummy: ?
Bone Naga: ?
Ukurlahmu, Bone Naga: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton Key: ?
Skeletal Songbird: ?
Specter: The evil remnant of a dead explorer has become a specter that attacks the party.
Withers, Gorra, Wight: ?
Wight: ?
Tomb Dwarf, Wight: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Chultan Zombie: ?
Ogre Zombie: ?
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago.
Bodak: A bodak is the undead remains of someone who revered Orcus.
Yellow Musk Zombie: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control.
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Small Yellow Musk Zombie: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics.
Ankylosaurus Zombie: ?
Girallon Zombie: ?
Tyrannosaurus Zombie: ?
Undead: The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians.
Murderous Undead: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead.
Horrible Undead: ?
Ravenous Undead: ?
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic.
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive.
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life.
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities.
Giant Undead Turtle: ?
Swarm of Undead Spiders: ?
Mindless Undead: ?
Tomb Guardian, Mindless Undead Flesh Golem Encased in Plate Armor: This guardian was fashioned using the salvaged remains of Seward, an adventurer with the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight.
Blind Artist Undead Servant of Acererak: ?
Ch'gakare, Undead Warrior: ?
Powerful Undead: ?
Lesser Undead: ?
Greater Undead: ?
Crawling Claw: ?
Ghost: ?
Restless Spirit: ?
Ghoul: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Screaming Ghoul: ?
Ghast: ?
Hungry Ghast: ?
Lich: ?
Valindra Shadowmantle, Elf Lich: ?
Szass Tam, Lich: ?
Vecna, Lich: ?
Nepartak: ?
Su-Monster Mummy: ?
Bone Naga: ?
Ukurlahmu, Bone Naga: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton Key: ?
Skeletal Songbird: ?
Specter: The evil remnant of a dead explorer has become a specter that attacks the party.
Withers, Gorra, Wight: ?
Wight: ?
Tomb Dwarf, Wight: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Chultan Zombie: ?
Ogre Zombie: ?
Tortle Package (5e)
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders.
Siburath, Merfolk Ghost: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain.
Wight: With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
Zombie: ?
Siburath, Merfolk Ghost: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain.
Wight: With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
Zombie: ?
Tyranny of Dragons
Naergoth Bladelord, Wight: ?
Dread Warrior: Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior.
Lich, Szass Tam: ?
Sandesyl Morgia, Elf Vampire: ?
Tharcion Eseldra Yeth, Human Vampire Spellcaster: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
This is a creature whose spirit is tied to the world out of anguish.
Xonthal, Lich: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Free-Thinking Undead Soldier: ?
Undead: ?
Dracolich: The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster.
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path."
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory.
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Wight: ?
Zombie: A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Mummy: ?
Specter: Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber.
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Dread Warrior: Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior.
Lich, Szass Tam: ?
Sandesyl Morgia, Elf Vampire: ?
Tharcion Eseldra Yeth, Human Vampire Spellcaster: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
This is a creature whose spirit is tied to the world out of anguish.
Xonthal, Lich: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Free-Thinking Undead Soldier: ?
Undead: ?
Dracolich: The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster.
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path."
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory.
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Wight: ?
Zombie: A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Mummy: ?
Specter: Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber.
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Volo’s Waterdeep Enchiridion (5e)
Ruid, Hooded Ghost: ?
Kistarianth the Red, Dracolich: ?
Kistarianth the Red, Dracolich: ?
Warriors and Weapons: A Young Adventurer's Guide
Vampire: ?
Waterdeep Dragonheist
Undead: ?
Crawling Claw: This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld.
Kistarianth the Red, Dracolich: ?
Duhlark Kolat, Flameskull: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull.
Flameskull: ?
Malkolm Brizzenbright, Ghost The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place.
Caladorn Cassalanter, Ghost: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep.
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor."
Kolat Brother, Ghost: ?
Ruid, Hooded Ghost: ?
Ghast: ?
Lich: ?
Mummy: ?
Shadow: The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn.
Skeleton: Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton.
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them.
Losser is stealing bones from the City of the Dead to create an army of animated skeletons.
Minotaur Skeleton: ?
Specter: The spirits of several dead members of the Cassalanter family are bound to this crypt.
Beholder Zombie: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian.
Crawling Claw: This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld.
Kistarianth the Red, Dracolich: ?
Duhlark Kolat, Flameskull: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull.
Flameskull: ?
Malkolm Brizzenbright, Ghost The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place.
Caladorn Cassalanter, Ghost: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep.
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor."
Kolat Brother, Ghost: ?
Ruid, Hooded Ghost: ?
Ghast: ?
Lich: ?
Mummy: ?
Shadow: The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn.
Skeleton: Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton.
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them.
Losser is stealing bones from the City of the Dead to create an army of animated skeletons.
Minotaur Skeleton: ?
Specter: The spirits of several dead members of the Cassalanter family are bound to this crypt.
Beholder Zombie: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian.
Waterdeep Dungeon of the Mad Archmage
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian.
Undead Archmage Severed Arm: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off.
Nester, Undead Archmage: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones.
Undead Mage: ?
Nightshade: ?
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Netherskull the Death Tyrant: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull.
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight.
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight.
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Branta Lyntion, Demilich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster.
Branta Myntion, Lich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich.
Lynnorax, Adult Blue Dracolich: ?
Trenzia, Flameskull: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull.
Ghost, Algarr Grimtide: ?
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Fishbone Jim: ?
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple.
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle.
Dwarven Ghost: ?
Drow Ghoul: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead.
Ezzat, Lich: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain.
Maddgoth, Lich: ?
Arcturia, Lich: ?
Vlaakith Lich-Queen: ?
Gorka Tharn, Duergar Mummy Lord: ?
Duergar Mummy: ?
Hexacali, Bone Naga: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti.
Halleth Garke, Revenant: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him.
Tiefling Skeleton: The gondola and the skeletal ferryman are all creations of Halaster.
One-Handed Drow Skeleton: ?
Dwarf Skeleton: ?
Zorak Lightdrinker, Dwarf Vampire: ?
Keresta Delvingstone, Vampire Cleric of Shar: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god.
Keresta Delvingstone, Vampire Spawn: Keresta met her end in the lair of a vampire and became a vampire spawn under its command.
Angelica, Vampire Spawn: ?
Yaveros, Vampire Spawn: ?
Brek, Vampire Spawn: ?
Deviana, Vampire Spawn: ?
Ezra, Vampire Spawn: ?
Yuri, Vampire Spawn: ?
Darvanos, Vampire Spawn: ?
Hekella, Vampire Spawn: ?
Tozu, Vampire Spawn: ?
Aryk, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Bartho, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Callia, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Gaston, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Hector, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Ilsuban, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Nath, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rhylzar, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rose, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Artor Mortin, The Baron of Blood, Vampire: ?
Sabatene Xilzzrin, Drow Vampire: ?
Tebran Madannith, Drow Vampire: ?
Crisann, Will-o'-Wisp: ?
Z'reska, Will-o'-Wisp: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs.
Zil Ephram, Zombie: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse.
Nerozar the Defeated, Beholder Zombie: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur.
Drow Zombie: ?
Troglodyte Zombie: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell.
Beholder Death Tyrant: Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant.
Flameskull: Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices.
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards.
Ghost: ?
Ghoul: The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.”
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Muiral made the ghouls using the corpses of adventurers and drow.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
Lich: ?
Shadow: If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later.
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count.
Skeleton: The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Minotaur Skeleton: ?
Specter: The wraith killed the three drow (two females and one male) and turned their spirits into specters.
Vampire: ?
Vampire Spawn: The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn.
Wight: ?
Wraith: The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago.
Will-o'-Wisp: Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell.
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.
Zombie: Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki.
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls.
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days.
Ogre Zombie: ?
Beholder Zombie: ?
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian.
Undead Archmage Severed Arm: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off.
Nester, Undead Archmage: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones.
Undead Mage: ?
Nightshade: ?
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Netherskull the Death Tyrant: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull.
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight.
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight.
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Branta Lyntion, Demilich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster.
Branta Myntion, Lich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich.
Lynnorax, Adult Blue Dracolich: ?
Trenzia, Flameskull: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull.
Ghost, Algarr Grimtide: ?
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Fishbone Jim: ?
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple.
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle.
Dwarven Ghost: ?
Drow Ghoul: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead.
Ezzat, Lich: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain.
Maddgoth, Lich: ?
Arcturia, Lich: ?
Vlaakith Lich-Queen: ?
Gorka Tharn, Duergar Mummy Lord: ?
Duergar Mummy: ?
Hexacali, Bone Naga: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti.
Halleth Garke, Revenant: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him.
Tiefling Skeleton: The gondola and the skeletal ferryman are all creations of Halaster.
One-Handed Drow Skeleton: ?
Dwarf Skeleton: ?
Zorak Lightdrinker, Dwarf Vampire: ?
Keresta Delvingstone, Vampire Cleric of Shar: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god.
Keresta Delvingstone, Vampire Spawn: Keresta met her end in the lair of a vampire and became a vampire spawn under its command.
Angelica, Vampire Spawn: ?
Yaveros, Vampire Spawn: ?
Brek, Vampire Spawn: ?
Deviana, Vampire Spawn: ?
Ezra, Vampire Spawn: ?
Yuri, Vampire Spawn: ?
Darvanos, Vampire Spawn: ?
Hekella, Vampire Spawn: ?
Tozu, Vampire Spawn: ?
Aryk, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Bartho, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Callia, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Gaston, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Hector, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Ilsuban, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Nath, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rhylzar, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rose, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Artor Mortin, The Baron of Blood, Vampire: ?
Sabatene Xilzzrin, Drow Vampire: ?
Tebran Madannith, Drow Vampire: ?
Crisann, Will-o'-Wisp: ?
Z'reska, Will-o'-Wisp: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs.
Zil Ephram, Zombie: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse.
Nerozar the Defeated, Beholder Zombie: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur.
Drow Zombie: ?
Troglodyte Zombie: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell.
Beholder Death Tyrant: Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant.
Flameskull: Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices.
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards.
Ghost: ?
Ghoul: The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.”
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Muiral made the ghouls using the corpses of adventurers and drow.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
Lich: ?
Shadow: If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later.
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count.
Skeleton: The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Minotaur Skeleton: ?
Specter: The wraith killed the three drow (two females and one male) and turned their spirits into specters.
Vampire: ?
Vampire Spawn: The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn.
Wight: ?
Wraith: The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago.
Will-o'-Wisp: Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell.
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.
Zombie: Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki.
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls.
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days.
Ogre Zombie: ?
Beholder Zombie: ?
Wayfinders Guide to Eberron
Archlich Erandis Vol: ?
Queen of Death, Lich: ?
Kaius ir’Wynarn III: ?
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy.
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants.
Undead Soldier: ?
Karrnathi Undead: ?
Undead Elf: ?
Undead Imbued With Positive Energy: ?
Negatively Charged Undead: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities.
Angry Ghost: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles.
Vengeful Ghost: ?
Ancestor Ghost: ?
Hostile Ghost: ?
Spirit: ?
Undead: Mabaran Resonator magic item.
Ghost: ?
Lich: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Zombie: Mabaran Resonator magic item.
MABARAN RESONATOR
Eldritch machine, legendary (requires attunement)This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead.
Queen of Death, Lich: ?
Kaius ir’Wynarn III: ?
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy.
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants.
Undead Soldier: ?
Karrnathi Undead: ?
Undead Elf: ?
Undead Imbued With Positive Energy: ?
Negatively Charged Undead: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities.
Angry Ghost: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles.
Vengeful Ghost: ?
Ancestor Ghost: ?
Hostile Ghost: ?
Spirit: ?
Undead: Mabaran Resonator magic item.
Ghost: ?
Lich: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Zombie: Mabaran Resonator magic item.
MABARAN RESONATOR
Eldritch machine, legendary (requires attunement)This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead.
Xanathar's Guide to Everything
Undead: ?
Banshee: ?
Death Tyrant: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Mummy Lord: ?
Bone Naga: ?
Revenant: ?
Shadow: ?
Skeleton: Danse Macabre spell.
Minotaur Skeleton: ?
Specter: Accursed Specter Warlock Hexblade power.
Vampire: ?
Vampire Spawn: ?
Vampire Spellcaster: ?
Vampire Warrior: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Danse Macabre spell.
Negative Energy Flood spell.
Beholder Zombie: ?
DANSE MACABRE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th.
NEGATIVE ENERGY FLOOD
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, M (a broken bone and a square of black silk)
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points.
ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Banshee: ?
Death Tyrant: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Mummy Lord: ?
Bone Naga: ?
Revenant: ?
Shadow: ?
Skeleton: Danse Macabre spell.
Minotaur Skeleton: ?
Specter: Accursed Specter Warlock Hexblade power.
Vampire: ?
Vampire Spawn: ?
Vampire Spellcaster: ?
Vampire Warrior: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Danse Macabre spell.
Negative Energy Flood spell.
Beholder Zombie: ?
DANSE MACABRE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th.
NEGATIVE ENERGY FLOOD
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, M (a broken bone and a square of black silk)
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points.
ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
3rd Party
(5E) A01: Crypt of the Sun Lord
Manastorm: World of Shin'ar NPC Codex:
Midgard Worldbook for 5th Edition and Pathfinder
Ponyfinder Campaign Setting
Ponyfinder Everglow Bestiary
Skeleton Dog: ?
Skeleton Wolf: ?
Skeleton: ?
Skeleton Wolf: ?
Skeleton: ?
Manastorm: World of Shin'ar NPC Codex:
Undead Black Dragon Wyrmlings: ?
Midgard Worldbook for 5th Edition and Pathfinder
Banshee, Maatkare Abastet: ?
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?
Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.
ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.
UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?
Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.
ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.
UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.
Ponyfinder Campaign Setting
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.
Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.
Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.
Ponyfinder Everglow Bestiary
Skeletal Pony Slinger: ?
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.
D&D Next:
Dungeon 213
Dungeon 221
Enlarged Skeleton: ?
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.
Dungeon 221
Kel the Eldest, Human Lich: ?
Wight: ?
Wight: ?
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