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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945132" data-attributes="member: 2209"><p><strong>3.5</strong></p><p></p><p>3.5 Compilation[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.5)</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Child of Chemosh Improved Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. (Complete Divine)</p><p>The souls of characters who die in specific ways sometimes become undead. (Complete Divine)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. (Dragonlance Campaign Setting)</p><p>Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. (Eberron Five Nations)</p><p>Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. (Eberron Five Nations)</p><p>The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. (Eberron Five Nations)</p><p>In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol.</p><p>The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. (Eberron Five Nations)</p><p>Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. (Eberron Secrets of Sarlona)</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona)</p><p>If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. (Eberron Secrets of Xen'Drik)</p><p>During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. (Eberron The Forge of War)</p><p>In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. (Eberron The Forge of War)</p><p>Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! (Eberron The Forge of War)</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. (Villain Design Handbook)</p><p>Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. (Villain Design Handbook)</p><p>On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. (Villain Design Handbook)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. (Villain Design Handbook)</p><p>As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) (Villain Design Handbook)</p><p>Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. (Villain Design Handbook)</p><p>Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. (Villain Design Handbook)</p><p>An undead is a once-living creature animated by spiritual or supernatural forces. (Book of Templates Deluxe 3.5)</p><p>The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. (Claw Claw Bite 3)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Claw Claw Bite 3)</p><p>The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. (Claw Claw Bite 5)</p><p>Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III)</p><p>The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III)</p><p>Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III)</p><p>Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters)</p><p>Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. (The Lords of the Night Vampires)</p><p>The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. (The Lords of the Night Vampires)</p><p>This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. (Lords of the Night: Zombies)</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. (Lords of the Night: Zombies)</p><p>Ether Zombie's Minions of the Dead power. (Lords of the Night: Zombies)</p><p>Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex)</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex)</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex)</p><p>Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. (The Player's Guide to Arcanis)</p><p>Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. (The Player's Guide to Arcanis)</p><p>In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. (The Player's Guide to Arcanis)</p><p>Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. (The Player's Guide to Arcanis)</p><p>Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III)</p><p>All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. (Ultimate Toolbox)</p><p>Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. (Ultimate Toolbox)</p><p>Betrayed by someone loyal. (Ultimate Toolbox)</p><p>Bitten by a vampire. (Ultimate Toolbox)</p><p>Buried in desecrated grave. (Ultimate Toolbox)</p><p>Completed complex ritual to become undead. (Ultimate Toolbox)</p><p>Cursed. (Ultimate Toolbox)</p><p>Dead body was never found. (Ultimate Toolbox)</p><p>Died in honor-bound service to a king. (Ultimate Toolbox)</p><p>Died under intense circumstances. (Ultimate Toolbox)</p><p>Drained by a mummy or wraith. (Ultimate Toolbox)</p><p>Drowned. (Ultimate Toolbox)</p><p>Hell doesn't want you. (Ultimate Toolbox)</p><p>Left behind something of value. (Ultimate Toolbox)</p><p>Magic. (Ultimate Toolbox)</p><p>Murdered in particular violent fashion. (Ultimate Toolbox)</p><p>Oath to serve forever. (Ultimate Toolbox)</p><p>Returned to protect wards left behind. (Ultimate Toolbox)</p><p>Ritual sacrifice or murder. (Ultimate Toolbox)</p><p>Terrified (to dead) by a ghost. (Ultimate Toolbox)</p><p>Unavenged death. (Ultimate Toolbox)</p><p>Unfinished task or unfulfilled oath. (Ultimate Toolbox)</p><p>An evil cleric raises some or all of the cemetery's residents as undead. (World's Largest City)</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City)</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City)</p><p>They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. (World's Largest City)</p><p><em>Kiss of the Vampire</em> spell. (Spell Compendium)</p><p><em>Oath of Blood</em> spell. (Heroes of Horror)</p><p>Deathbringer's Life Beyond Life power. (The Player's Guide to Arcanis)</p><p>Order of the Still Heart's Death and Rebirth power. (The Player's Guide to Arcanis)</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. (SRD 3.5)</p><p>Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised)</p><p>Those driven to suicide by madness become allips. (Complete Divine)</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine)</p><p>The allip is the spirit of someone driven to suicide by madness. (Dragon 336)</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. (Dragon 336)</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336)</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. (SRD 3.5)</p><p>Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. (SRD 3.5)</p><p>Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336)</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336)</p><p><em>Bodak's Glare</em> spell. (Spell Compendium)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Devourer:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised)</p><p>Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. (Kobold Quarterly 7)</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. (Kobold Quarterly 7)</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. (SRD 3.5)</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. (SRD 3.5)</p><p>Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)</p><p>Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. (Bestiary of Krynn Revised)</p><p>Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Denizens of Dread)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Denizens of Dread)</p><p>Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. (Complete Divine)</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine)</p><p>The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake. (Dragonlance Campaign Setting)</p><p>When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. (Eberron Campaign Setting)</p><p>d% Result</p><p>01–50 Spell functions normally.</p><p>51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.</p><p>81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.</p><p>91–99 The spell functions normally, but a nalfeshnee possesses the raised character.</p><p>100 The spell does not function; instead, a nalfeshnee animates the body. (Eberron Campaign Setting)</p><p>Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. (Eberron Campaign Setting)</p><p>Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. (Eberron Campaign Setting)</p><p>Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. (Eberron Player's Guide to Eberron)</p><p>In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. (Eberron The Forge of War)</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. (Eberron The Forge of War)</p><p>Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. (Eberron The Forge of War)</p><p>Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. (Dragon 336)</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336)</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336)</p><p>Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. (Savage Progressions Ghost and Werewolf Template Classes)</p><p>"Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired. (Savage Progressions Ghost and Werewolf Template Classes)</p><p>The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens)</p><p>Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7)</p><p>Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>The victims of a ghastly massacre. (Ultimate Toolbox)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p><em>Hold the Spirit</em> spell. (The Player's Guide to Arcanis)</p><p>Mastery of the Dead feat. (Eberron Player's Guide to Eberron)</p><p>Ghostmaker magic weapon. (Villain Design Handbook)</p><p>Reading from the Scroll of Uncertain Provenance relic. (Complete Divine)</p><p><strong>Ghoul:</strong> An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. (SRD 3.5)</p><p>Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis)</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War)</p><p>Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss)</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss)</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss)</p><p>The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). (Spell Compendium)</p><p>Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336)</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. (Villain Design Handbook)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. (Creature Collection III)</p><p>An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. (Creature Collection III)</p><p>An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)</p><p>An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)</p><p>The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. (Kobold Quarterly 7)</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP (Kobold Quarterly 7)</p><p>An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest)</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest)</p><p>An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert)</p><p>An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic)</p><p>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. (Monster Geographica Underground)</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. (Monster Geographica Underground)</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Underground)</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground)</p><p>An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex)</p><p>Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Field of Ghouls</em> spell. (Libris Mortis)</p><p><em>Field of Ghouls</em> spell. (Spell Compendium)</p><p><em>Ghoul Gauntlet</em> spell. (Libris Mortis)</p><p><em>Ghoul Gauntlet</em> spell. (Spell Compendium)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Change Zombie</em> spell. (The Dread Codex)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Lacedon:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)</p><p>A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III)</p><p>An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. (SRD 3.5)</p><p>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis)</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis)</p><p>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Dread)</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Denizens of Dread)</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War)</p><p>The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III)</p><p>The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. (Kobold Quarterly 7)</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP (Kobold Quarterly 7)</p><p>A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. (Monster Geographica Forest)</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest)</p><p>An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert)</p><p>An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex)</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. (SRD 3.5)</p><p>“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. (SRD 3.5)</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. (SRD 3.5)</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. (SRD 3.5)</p><p>As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. (SRD 3.5)</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). (SRD 3.5)</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. (SRD 3.5)</p><p>When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror)</p><p>Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. (Bestiary of Krynn Revised)</p><p>Liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. (Complete Divine)</p><p>Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. (Dragonlance Campaign Setting)</p><p>They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. (Player's Handbook II)</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336)</p><p>The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. (Savage Progressions Lich and Weretiger Template Classes)</p><p>To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. (Savage Progressions Lich and Weretiger Template Classes)</p><p>Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. (Savage Progressions Lich and Weretiger Template Classes)</p><p>For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. (Savage Progressions Lich and Weretiger Template Classes)</p><p>The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. (Savage Progressions Lich and Weretiger Template Classes)</p><p>Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. (Villain Design Handbook)</p><p>The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. (Villain Design Handbook)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Becoming a Lich (Villain Design Handbook)</p><p>To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. (Villain Design Handbook)</p><p>Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) (Villain Design Handbook)</p><p>The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) (Villain Design Handbook)</p><p>THE FINAL STEP TO LICHDOM (Villain Design Handbook)</p><p>Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. (Villain Design Handbook)</p><p>The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. (Villain Design Handbook)</p><p>A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). (Villain Design Handbook)</p><p>Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. (Villain Design Handbook)</p><p>To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches)</p><p>Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches)</p><p>No one knows for certain how the first liches came to be. (Complete Guide to Liches)</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches)</p><p>The creation of a lich requires a willing, living subject. (Complete Guide to Liches)</p><p>The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches)</p><p>In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. (Complete Guide to Liches)</p><p>The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. (Complete Guide to Liches)</p><p>Spellcasting: Caster level 11</p><p>Feats: Craft Wondrous Item</p><p>The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. (Complete Guide to Liches)</p><p>Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. (Complete Guide to Liches)</p><p>Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. (Complete Guide to Liches)</p><p>With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. (Complete Guide to Liches)</p><p>The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. (Complete Guide to Liches)</p><p>Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. (Complete Guide to Liches)</p><p>The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. (Complete Guide to Liches)</p><p>The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches)</p><p>the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. (Kobold Quarterly 3)</p><p>The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. (Kobold Quarterly 3)</p><p>Liches are created, not born, and their only method of reproduction is the creation of a new lich. (Kobold Quarterly 3)</p><p>The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. (Kobold Quarterly 3)</p><p>The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. (Kobold Quarterly 3)</p><p>This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness.</p><p>The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. (Kobold Quarterly 3)</p><p>As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. (Kobold Quarterly 3)</p><p>The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. (Kobold Quarterly 3)</p><p>This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. (Kobold Quarterly 3)</p><p>Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. (Kobold Quarterly 3)</p><p>The Journey (Kobold Quarterly 3)</p><p>Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. (Kobold Quarterly 3)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (SRD 3.5)</p><p>Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised)</p><p>Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. (Dragon 336)</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336)</p><p>A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. (Elite Opponents Mohrgs)</p><p>The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. (Kobold Quarterly 7)</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (SRD 3.5)</p><p>Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. (Heroes of Horror)</p><p>Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror)</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror)</p><p>The cleric can use create undead to turn these corpses into mummies. (Complete Divine)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336)</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336)</p><p>This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. (Claw Claw Bite 3)</p><p>The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. (Kobold Quarterly 7)</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell from pestilence domain. (Complete Divine)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Mummy Lord: </strong>Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. (SRD 3.5)</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil. (SRD 3.5)</p><p>Even as he died, Izzdelth was animated by the arcane energy he wielded. (Eberron Secrets of Xen'Drik)</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336)</p><p><strong>Nightcrawler:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336)</p><p><strong>Nightwalker:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336)</p><p><strong>Nightwing:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336)</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. (SRD 3.5)</p><p>Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis)</p><p>Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised)</p><p>In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336)</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary)</p><p>Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds. (Claw Claw Bite 14)</p><p>The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. (Kobold Quarterly 7)</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP (Kobold Quarterly 7)</p><p>Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest)</p><p>Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex)</p><p>According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><em>Shadow Touch</em> spell. (Villain Design Handbook)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Shadow Greater:</strong> <em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (SRD 3.5)</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (SRD 3.5)</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V)</p><p>A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps)</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook)</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook)</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. (Villain Design Handbook)</p><p>Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous)</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. (Book of Templates Deluxe 3.5)</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. (Book of Templates Deluxe 3.5)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions)</p><p>Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. (Creature Collection III)</p><p>In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. (Kobold Quarterly 7)</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground)</p><p>As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground)</p><p>If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)</p><p><em>Animate Dead</em> spell. (SRD 3.5)</p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>Plague of Undead</em> spell. (Spell Compendium)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Animate Dead)</p><p><em>Mark of Thralldom</em> spell. (The Player's Guide to Arcanis)</p><p><em>My Life for Yours</em> spell. (The Dread Codex)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><em>Horrible Army of the Dead</em> epic spell. (Epic Insights Compiled and Updated)</p><p>The Dead Walk warlock lesser invocation. (Complete Arcane)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Zone of Animation feat. (Complete Divine)</p><p>Animating weapon quality. (Behind the Spells: Animate Dead)</p><p><strong>Human Warrior Skeleton:</strong> <em>Skeletal Guard</em> spell. (Spell Compendium)</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre: </strong>Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (SRD 3.5)</p><p>Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd)</p><p>The former high priest of the Monastery of the Unyielding Shield has become a spectre. (Eberron Faiths of Eberron)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. (Forgotten Realms Dragons of Faerun)</p><p>A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315)</p><p>When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. (Dragon 336)</p><p>Spectres are born from sudden acts of violence. (Dragon 336)</p><p>Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary)</p><p>Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. (Kobold Quarterly 7)</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP (Kobold Quarterly 7)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised)</p><p>The victims of a ghastly massacre. (Ultimate Toolbox)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p>Animate Undead VII[/I] spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). (SRD 3.5)</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. (SRD 3.5)</p><p>Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V)</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V)</p><p>Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon)</p><p>Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations)</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron)</p><p>It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. (Eberron Secrets of Xen'Drik)</p><p>The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. (Player's Handbook II)</p><p>For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. (Player's Handbook II)</p><p>Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. (Dragon 336)</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336)</p><p>A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be)</p><p>"Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. (Savage Progressions Gaining a Template Midcampaign)</p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. (Villain Design Handbook)</p><p>One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). (Villain Design Handbook)</p><p>The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients</p><p>for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. (Villain Design Handbook)</p><p>The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). (Villain Design Handbook)</p><p>Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. (Villain Design Handbook)</p><p>After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. (Villain Design Handbook)</p><p>The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. (Villain Design Handbook)</p><p>Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. (Villain Design Handbook)</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. (Advanced Bestiary)</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary)</p><p>If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5)</p><p>The vampire is a powerful undead monster that spawns its own followers from living humans. (Complete Guide to Vampires)</p><p>Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires)</p><p>When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires)</p><p>Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7)</p><p>When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11)</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11)</p><p>When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. (Kobold Quarterly 11)</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals. (SRD 3.5)</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. (SRD 3.5)</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. (SRD 3.5)</p><p>By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V)</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis)</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Denizens of Dread)</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread)</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Denizens of Dread)</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Denizens of Dread)</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. (Draconomicon)</p><p>If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon)</p><p>Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations)</p><p>A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be)</p><p>A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II)</p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II)</p><p>A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Variant Unicorns)</p><p>A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Fight Club The Vampire Werewolf)</p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign)</p><p>A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. (Villain Design Handbook)</p><p>A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. (Book of Templates Deluxe 3.5)</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5)</p><p>When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11)</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11)</p><p>Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. (World's Largest City)</p><p>Vampiric Armor magic armor. (Villain Design Handbook)</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.5)</p><p>A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. (SRD 3.5)</p><p>Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. (Villain Design Handbook)</p><p>Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. (Claw Claw Bite 3)</p><p>They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. (Claw Claw Bite 3)</p><p>Any humanoid slain by the Baron becomes a wight in 1d4 rounds. (Claw Claw Bite 3)</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis)</p><p>Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><strong>Wraith: </strong>Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336)</p><p>Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. (Villain Design Handbook)</p><p>The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. (Kobold Quarterly 7)</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7)</p><p>Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><strong>Dread Wraith:</strong> The oldest and most malevolent wraiths. (SRD 3.5)</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</p><p>Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic. (SRD 3.5)</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). (SRD 3.5)</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.5)</p><p>If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. (SRD 3.5)</p><p>As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III)</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III)</p><p>Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V)</p><p>Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis)</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis)</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis)</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Dread)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread)</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Dread)</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Denizens of Dread)</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Dread)</p><p>Emerald Reanimator Eldritch Machine magic item. (Eberron Campaign Setting)</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336)</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336)</p><p>Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344)</p><p>Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver)</p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver)</p><p>As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver)</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook)</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). (Villain Design Handbook)</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. (Villain Design Handbook)</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. (Villain Design Handbook)</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. (Villain Design Handbook)</p><p>Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions)</p><p>For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. (Creature Collection III)</p><p>As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. (Creature Collection III)</p><p>The undead servant is identical with a zombie of equal size. (Creature Collection III)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)</p><p>An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III)</p><p>Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport)</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport)</p><p>A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7)</p><p>When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. (Lords of the Night: Zombies)</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. (Lords of the Night: Zombies)</p><p>If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. (Lords of the Night: Zombies)</p><p>There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. (Lords of the Night: Zombies)</p><p>A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. (Lords of the Night: Zombies)</p><p>A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. (Lords of the Night: Zombies)</p><p>A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. (Lords of the Night: Zombies)</p><p>Ether zombie's Echoes of Life power. (Lords of the Night: Zombies)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground)</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground)</p><p>Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. (Monster Geographica Plains and Desert)</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert)</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex)</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised)</p><p>Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II).</p><p><em>Animate Dead</em> spell. (SRD 3.5)</p><p><em>Greater Seed of Undeath</em> spell. (Complete Mage)</p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>Plague of Undead</em> spell. (Spell Compendium)</p><p><em>Seed of Undeath</em> spell. (Complete Mage)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Animate Dead)</p><p><em>Mark of Thralldom</em> spell. (The Player's Guide to Arcanis)</p><p><em>My Life for Yours</em> spell. (The Dread Codex)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><em>Power Word Reanimate</em> spell. (Lords of the Night: Zombies)</p><p><em>Rite of Returning</em> spell. (Lords of the Night: Zombies)</p><p>The Dead Walk warlock lesser invocation. (Complete Arcane)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Zone of Animation feat. (Complete Divine)</p><p>Animating weapon quality. (Behind the Spells: Animate Dead)</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p>[/spoiler]</p><p></p><p>3.5 WotC[spoiler]</p><p>SRDs[spoiler]</p><p>SRD 3.5:</p><p>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Devourer:</strong> ?</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.</p><p><strong>Ghoul:</strong> An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight.</p><p><em>Create Undead</em> spell.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight.</p><p><em>Create Undead</em> spell.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p>“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><em>Create Undead</em> spell.</p><p><strong>Mummy Lord: </strong>Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><em>Animate Dead</em> spell.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre: </strong>Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD.</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD.</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p>A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.</p><p><strong>Wraith: </strong>Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Dread Wraith:</strong> The oldest and most malevolent wraiths.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies.</p><p>If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside.</p><p><em>Animate Dead</em> spell.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p><em>Animate Dead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 3, Death 3, Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.</p><p>The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 8, Death 8, Sor/Wiz 8</p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>[/spoiler]</p><p></p><p>3.5 Psionics SRD:</p><p>[spoiler]</p><p><strong>Undead Psionic Creature:</strong> ?</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. (Psionics Unbound)</p><p>[/spoiler]</p><p></p><p>3.5 Epic SRD:</p><p>[spoiler]<strong>Atropal:</strong> ?</p><p><strong>Demilich: </strong>“Demilich” is a template that can be added to any lich.</p><p>A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part.</p><p>The process of becoming a demilich can be undertaken only by a lich acting of its own free will.</p><p>Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.</p><p><strong>Hunefer:</strong> ?</p><p><strong>Lavawight:</strong> Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Shadow of the Void:</strong> ?</p><p><strong>Shape of Fire:</strong> ?</p><p><strong>Winterwight: </strong>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p></p><p><strong>Mummy 18 HD: </strong>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)</p><p>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters)</p><p><em>Mummy Dust</em> epic spell (srd 3.5 epic)</p><p></p><p><strong>Spectre:</strong> Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).</p><p></p><p>Mummy Dust</p><p>Necromancy [Evil]</p><p>Spellcraft DC: 35</p><p>Components: V, S ,M, XP</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Effect: Two 18-HD mummies</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (–4 DC), expensive material component (ad hoc –4 DC).</p><p>When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character’s every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.</p><p>Material Component: Specially prepared mummy dust (10,000 gp).</p><p>XP Cost: 2,000 XP.</p><p>Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).</p><p>Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day. Mummy Rot (Su): Supernatural disease—slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</p><p>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>WotC Books[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596" target="_blank">Monster Manual:</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.</p><p>Humanoids who die from this attack are transformed into bodaks 24 hours later.</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.</p><p><strong>Ghost Human Fighter 5:</strong> ?</p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p>Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.</p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</p><p><strong>Lich Human Wizard 11:</strong> ?</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Lich Nonhumanoid:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are reahe animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Mummy Lord:</strong> Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.</p><p>Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Vampire Human Fighter 5:</strong> ?</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Vampire Half-Elf Monk 9/Shadowdancer 4:</strong> ?</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Wight:</strong> Wights are undead creatures given a semblance of life through sheer violence and hatred.</p><p>Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Dreadwraith:</strong> The oldest and most malevolent wraiths.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p>Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596" target="_blank">Monster Manual III:</a>[spoiler]</p><p><strong>Boneclaw:</strong> The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.</p><p>Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.</p><p>Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.</p><p>Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. (Dragon 336)</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336)</p><p><strong>Bonedrinker:</strong> Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p>Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.</p><p><strong>Bonedrinker Lesser:</strong> Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p><strong>Charnel Hound:</strong> Charnel hounds are a stunning achievement of some crazed necromancer or god of death.</p><p>The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. (Dragon 336)</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. (Dragon 336)</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). (Dragon 336)</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Deathshrieker:</strong> The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.</p><p><strong>Deathshrieker Advanced:</strong> Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.</p><p><strong>Drowned:</strong> The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.</p><p>Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336)</p><p><strong>Dust Wight:</strong> Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.</p><p><strong>Ephemeral Swarm:</strong> Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.</p><p>Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.</p><p><strong>Grimweird:</strong> Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.</p><p><strong>Necronaut:</strong> Necronauts are created by demons on plains of bones in the Abyss.</p><p>Necronauts form near sinister planar rifts that haunt the Mournland.</p><p><strong>Plague Spewer:</strong> ?</p><p>they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.</p><p><strong>Salt Mummy:</strong> Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.</p><p>Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.</p><p><strong>Vasuthant:</strong> ?</p><p>Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.</p><p><strong>Vasuthant Horrific:</strong> A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.</p><p></p><p><strong>Zombie:</strong> As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual IV:</a>[spoiler]</p><p><strong>Bloodhulk:</strong> Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling.</p><p>A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims.</p><p>Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors.</p><p>The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult.</p><p>• You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate:</p><p>A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features.</p><p>• In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk.</p><p>• Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control.</p><p><strong>Defacer:</strong> A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages.</p><p>A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger.</p><p>Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts.</p><p><strong>Necrosis Carnex:</strong> A necrosis carnex is created from several corpses bound together with cold iron bands.</p><p>They have a simple and stark existence, stemming entirely from their origin as purposefully created undead.</p><p>A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes.</p><p><strong>Plague Walker:</strong> A plague walker is an undead weapon created by evil mages and clerics.</p><p>As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities.</p><p>Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability.</p><p><strong>Web Mummy:</strong> “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator.</p><p>Web mummies are undead creatures animated by a spider with a connection to negative energy.</p><p>A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy.</p><p><strong>Vitreous Drinker:</strong> The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual V:</a>[spoiler]</p><p><strong>Blackwing:</strong> The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings.</p><p>The necromantic ritual used to create blackwings requires the intact body of a giant eagle.</p><p>Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains.</p><p><strong>Deadborn Vulture Zombie:</strong> When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability.</p><p>A deadborn vulture reanimates as a zombie after it dies.</p><p><strong>God-Blooded Orcus-Blooded:</strong> Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template.</p><p><strong>Haunt:</strong> Haunts are spirits that left unfi nished business in life and have returned to seek recompense.</p><p><strong>Bridge Haunt:</strong> A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was.</p><p>This is a bridge haunt, the incorporeal spirit of someone who died at this bridge.</p><p><strong>Forest Haunt:</strong> Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond.</p><p>This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born.</p><p><strong>Taunting Haunt:</strong> A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer.</p><p>This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard.</p><p><strong>Phantom:</strong> “Phantom” is an acquired template that can be applied to any corporeal creature</p><p><strong>Phantom Ghast Ninja:</strong> By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service.</p><p><strong>Sanguineous Drinker:</strong> Occasionally, small packs of three to nine individuals form in areas of intense death and suffering.</p><p>Necromancers and cunning undead spellcasters create sanguineous drinkers.</p><p>Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy.</p><p>A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker.</p><p><strong>Skull Lord:</strong> Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul.</p><p>The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say.</p><p>Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses.</p><p>The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place.</p><p><strong>Bonespur:</strong> Bonespurs are animalistic monstrosities created only for fighting and killing.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p>A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures.</p><p><strong>Serpentir:</strong> Serpentirs are dreadful snakelike undead formed from several skeletons.</p><p>A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Spectral Rider:</strong> Each spectral rider is born of particular circumstances.</p><p>Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh.</p><p>A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death.</p><p>Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior.</p><p></p><p><strong>Skeleton:</strong> A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Vampire:</strong> Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath.</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day.</p><p><strong>Vampire Spawn:</strong> By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn.</p><p><strong>Zombie:</strong> Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage.</p><p>Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Libris Mortis:</a>[spoiler]</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Atropal Scion:</strong> Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.</p><p><strong>Blaspheme:</strong> Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.</p><p>Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers.</p><p><strong>Bleakborn:</strong> Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.</p><p><strong>Blood Amniote:</strong> If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.</p><p><strong>Bloodmote Cloud:</strong> ?</p><p><strong>Bone Rat Swarm:</strong> ?</p><p><strong>Boneyard:</strong> ?</p><p><strong>Brain in a Jar:</strong> The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.</p><p><strong>Cinderspawn:</strong> Cinderspawn are burnt-out undead remnants of creatures of elemental fire.</p><p><strong>Corpse Rat Swarm:</strong> ?</p><p><strong>Crypt Chanter:</strong> Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.</p><p><strong>Deathlock:</strong> Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.</p><p><strong>Dessicator:</strong> Desiccators are the dried-out undead remnants of creatures of elemental water.</p><p><strong>Dream Vestige:</strong> The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.</p><p>When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.</p><p><strong>Entomber:</strong> Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.</p><p><strong>Entropic Reaper:</strong> Entropic reapers are undead that arise in Limbo.</p><p><strong>Evolved Undead:</strong> An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.</p><p>When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.</p><p>“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.</p><p><strong>Forsaken Skin:</strong> Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.</p><p><strong>Ghost Brute:</strong> Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.</p><p>A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.</p><p>However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.</p><p>“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p><strong>Gravetouched Ghoul:</strong> Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.</p><p>In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.</p><p>“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.</p><p><strong>Hulking Corpse:</strong> ?</p><p><strong>Mummified Creature:</strong> Mummies are undead creatures, embalmed using ancient necromantic lore.</p><p>“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.</p><p><strong>Murk:</strong> A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.</p><p><strong>Necromental:</strong> A necromental is the undead remnant of an elemental creature.</p><p>“Necromental” is an acquired template that can be added to any elemental.</p><p><strong>Necropolitan:</strong> Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.</p><p>“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p>Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.</p><p>The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.</p><p>The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.</p><p><strong>Plague Blight:</strong> Plague blights are animated corpses of humanoids who died from plague or rot.</p><p><strong>Quell:</strong> ?</p><p><strong>Raiment:</strong> A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.</p><p><strong>Revived Fossil:</strong> Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.</p><p>Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.</p><p>“Revived fossil” is an acquired template that can be added to any corporeal creature.</p><p><strong>Skin Kite:</strong> When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.</p><p><strong>Skirr:</strong> ?</p><p><strong>Skulking Cyst:</strong> A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).</p><p><em>Necrotic Cyst</em> spell.</p><p><strong>Slaughter Wight:</strong> Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.</p><p>Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.</p><p><strong>Slaymate:</strong> Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.</p><p><strong>Spectral Lyricist:</strong> In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.</p><p><strong>Swarm-Shifter:</strong> “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.</p><p><strong>Tomb Motes:</strong> Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.</p><p><strong>Umbral Creature:</strong> “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p><strong>Visage:</strong> The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.</p><p>Any evil outsider slain by a visage becomes a visage 24 hours after death.</p><p><strong>Voidwraith:</strong> ?</p><p><strong>Wheep:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.</p><p><strong>Ghost:</strong> Most humanoids who engage in such activities and return from the grave are mere ghouls.</p><p>Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Wight:</strong> Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.</p><p><strong>Zombie:</strong> Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596" target="_blank">Heroes of Horror:</a>[spoiler]</p><p><strong>Jonah Parsons Human Ghost Expert 4:</strong> Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room.</p><p>Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.”</p><p>What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him.</p><p>The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence.</p><p>Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb.</p><p><strong>Haunting Presence:</strong> Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first.</p><p>As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith.</p><p><strong>Bane Wraith:</strong> They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions.</p><p><strong>Bloodrot:</strong> While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied.</p><p><strong>Tainted Minion:</strong> A tainted minion is a mortal who has been transformed into a horrific undead servant of evil.</p><p>“Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score.</p><p><strong>Tainted Minion Human Fighter 5:</strong> ?</p><p></p><p><strong>Undead:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Oath of Blood</em> spell.</p><p><strong>Lich:</strong> When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich.</p><p>A dread necromancer who is not humanoid does not gain this class feature.</p><p><strong>Mummy:</strong> Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place.</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Vampire:</strong> Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven.</p><p><strong>Wraith:</strong> Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Plague of Undead</em> spell.</p><p><strong>Corpse Gatherer:</strong> Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers.</p><p></p><p>OATH OF BLOOD</p><p>Necromancy</p><p>Level: Cleric 5, sorcerer/wizard 5</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: See below</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.</p><p>Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.</p><p></p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.)</p><p>Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level.</p><p>The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51630/Complete-Adventurer-35?affiliate_id=17596" target="_blank">Complete Adventurer</a>[spoiler]</p><p><strong>Vampire, Malkan Ry-Ul:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3733/Complete-Arcane-35?affiliate_id=17596" target="_blank">Complete Arcane</a>[spoiler]</p><p><strong>Spellstitched:</strong> Spellstitched creatures are undead that have been powerfully enhanced and fortified by arcane means.</p><p>Spellstitched creatures can be created only by a wizard or sorcerer with the Craft Wondrous Item feat and of sufficient level to cast the spells to be imbued within the undead’s body. The creation process takes a number of days equal to the Wisdom score of the undead creature being spellstitched (so a minimum of 10 days) and requires the expenditure of 1,000 gp for carving or tattooing materials in addition to 500 XP x the undead creature’s Wisdom score.</p><p>Undead with arcane spellcasting abilities can spellstitch themselves.</p><p>“Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or higher (referred to hereafter as the base creature).</p><p><strong>Spellstitched Ghast:</strong> ?</p><p><strong>Spellstitched Skeleton:</strong> ?</p><p><strong>Vecna, The Whispered One, The Maimed Lord:</strong> ?</p><p></p><p><strong>Skeleton:</strong> The Dead Walk warlock lesser invocation.</p><p><strong>Zombie:</strong> The Dead Walk warlock lesser invocation.</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>THE DEAD WALK</p><p>Lesser; 4th</p><p>You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28308/Complete-Divine-35?affiliate_id=17596" target="_blank">Complete Divine</a>[spoiler]</p><p><strong>Skeleton Animal:</strong> Blighter's Undead Wild Shape power.</p><p>Blighter's Animate Dead Animal power.</p><p><strong>Skeleton Animal Large:</strong> Blighter's Undead Wild Shape power 5th level.</p><p><strong>Skeleton Animal Huge:</strong> Blighter's Undead Wild Shape power 9th level.</p><p><strong>Zombie Animal:</strong> Blighter's Animate Dead Animal power.</p><p><strong>Lich Wizard 15, Herald of Vecna:</strong> ?</p><p><strong>Nightwalker, Herald of Nerull:</strong> ?</p><p><strong>Vampiric Drow Cleric:</strong> ?</p><p><strong>Vecna, God of Secrets, Maimed One:</strong> ?</p><p><strong>Kas:</strong> ?</p><p></p><p><strong>Undead:</strong> Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living.</p><p>The souls of characters who die in specific ways sometimes become undead.</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Allip:</strong> Those driven to suicide by madness become allips.</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghost:</strong> Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice.</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown.</p><p>Reading from the Scroll of Uncertain Provenance relic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies.</p><p><strong>Lich Wizard 11:</strong> ?</p><p><strong>Mummy:</strong> The cleric can use create undead to turn these corpses into mummies.</p><p><em>Create Greater Undead</em> spell from pestilence domain.</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton:</strong> Zone of Animation feat.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Vampire Monk 9/Shadowdancer 4:</strong> ?</p><p><strong>Wight:</strong> Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> Zone of Animation feat.</p><p></p><p>Zone of Animation [Divine] [Epic]</p><p>You can channel negative energy to animate undead.</p><p>Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.</p><p>Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies.</p><p>If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.</p><p></p><p>Undead Wild Shape (Sp): At 3rd level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows:</p><p>— Type changes to undead.</p><p>— Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge).</p><p>— +2 Dexterity, no Constitution score.</p><p>— Immunity to cold.</p><p>— Damage reduction 5/bludgeoning.</p><p>The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level.</p><p></p><p>Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.</p><p></p><p>Scrolls of Uncertain Provenance: These bundles of rough parchment have long been associated with Wee Jas, although even her lorekeepers don’t know where the first ones came from. Their name is something of a misnomer: The scrolls of uncertain provenance are not spells stored in written form. Instead, they are a collection of death-obsessed writings in an unknown hand. Those who can command the lore with a set of scrolls of uncertain provenance, it is said, have power over life and death itself.</p><p>But there are several barriers to understanding the lore of the scrolls. To begin with, they’re written in nearly every language, ancient and modern, and they sometimes switch languages within the same sentence. One hour of reading allows a DC 20 Knowledge (religion) check to learn anything useful from the scrolls, with a +2 bonus for every language the reader speaks. Multiple readers can assist one another in translation, lending the languages they know automatically, but they share in the risk as well (detailed below). Read magic and comprehend languages spells don’t help a reader understand the scrolls, so cryptic are their wisdom. A reader—or at least one reader if a group is translating together—must worship Wee Jas to get anything at all from the scrolls.</p><p>The second barrier to reading scrolls of uncertain provenance is that the reader often draws near to the border between life and death himself. Whenever someone spends an hour reading scrolls of uncertain provenance, they must roll on the following table whether or not they learn anything useful.</p><p>d% Effect</p><p>01–10 DC 20 Will save or go insane (as the insanity spell).</p><p>11–30 DC 20 Will save or the scrolls bestow greater curse upon you.</p><p>31–60 DC 20 Will save to receive a geas/quest to perform for Wee Jas.</p><p>61–90 Take 1d6 negative levels as energy drain (DC 20 Fort save negates after 24 hours)</p><p>91–100 DC 20 Fortitude save or become a ghost for a year and a day.</p><p>While the risks of reading scrolls of uncertain provenance are great, so too are the rewards. A character who successfully reads from the scrolls for the listed time can choose from the following benefits.</p><p>Time Benefit</p><p>1 hour Renewal pact for yourself</p><p>2 hours Renewal pact for another</p><p>3 hours Death pact for yourself</p><p>4 hours Death pact for another</p><p>6 hours True resurrection (and the scrolls disappear)</p><p>To use this relic, at least one reader must worship Wee Jas and either sacrifice an 8th-level divine spell slot or have the True Believer feat and at least 15 HD.</p><p>Strong necromancy; CL 15th; Sanctify Relic, Craft Wondrous Item, death pact, renewal pact, true resurrection, creator must worship Wee Jas; Price 118,000 gp; Weight 10 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596" target="_blank">Complete Mage:</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Seed of Undeath</em> spell.</p><p><em>Greater Seed of Undeath</em> spell.</p><p></p><p>SEED OF UNDEATH</p><p>Necromancy</p><p>Level: Cleric 4, sorcerer/wizard 4</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Living humanoid or animal touched</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal.</p><p>You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.</p><p>Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).</p><p>Material Component: A black onyx gem worth 25 gp per HD of the subject.</p><p></p><p>SEED OF UNDEATH, GREATER</p><p>Necromancy</p><p>Level: Cleric 7, sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 40-ft.-radius emanation</p><p>Every creature in the area briefly takes on a corpselike appearance, then returns to normal.</p><p>This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.</p><p>Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.</p><p>Material Component: A black onyx worth at least 5,000 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1750/Complete-Warrior-35?affiliate_id=17596" target="_blank">Complete Warrior</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Vecna:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596" target="_blank">Draconomicon:</a>[spoiler]</p><p><strong>Undead Dragon:</strong> It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p>“Dracolich” is an acquired template that can be added to any evil dragon.</p><p>A proto-dracolich transforms into a full-fledged dracolich in 2d4 days.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p>The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. (Eberron Campaign Setting)</p><p>Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. (Forgotten Realms Dragons of Faerun)</p><p>While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. (Forgotten Realms Dragons of Faerun)</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. (Forgotten Realms Dragons of Faerun)</p><p>The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. (Forgotten Realms Dragons of Faerun)</p><p><strong>Ancient Blue Dracolich:</strong> ?</p><p><strong>Proto-Dracolich:</strong> A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew.</p><p>The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p><strong>Ghostly Dragon:</strong> Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted.</p><p>“Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Ghostly Adult Green Dragon:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death.</p><p>“Skeletal” is an acquired template that can be applied to any dragon.</p><p><strong>Skeletal Mature Adult Black Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy.</p><p>“Vampiric” is a template that can be added to any dragon of at least adult age.</p><p>An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Vampiric Mature Adult Red Dragon:</strong> ?</p><p><strong>Zombie Dragon:</strong> A zombie dragon is created by use of the animate dead spell or by a vampiric dragon.</p><p>“Zombie” is a template that can be added to any dragon of at least adult age.</p><p>Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons.</p><p><strong>Zombie Young Adult White Dragon:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death.</p><p>If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p><strong>Vampire:</strong> If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p></p><p>Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed).</p><p>Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp.</p><p></p><p>Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay.</p><p>When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely.</p><p>Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51634/Dragon-Magic-35?affiliate_id=17596" target="_blank">Dragon Magic:</a>[spoiler]</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>Ghost Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28592/Dragonlance-Campaign-Setting-35?affiliate_id=17596" target="_blank">Dragonlance Campaign Setting:</a>[spoiler]</p><p><strong>Death Knight of Krynn:</strong> Death knights are terrifying corruptions of those who once served as champions of a god. Only a handful of such beings have existed in Krynn’s history, most of whom were Knights of Solamnia in life. Gods of Evil create death knights in return for terrible acts on the part of those who have spurned the protection of the deities of Good.</p><p>“Death knight” is a template that can be added to any humanoid creature of 6th level or higher.</p><p><strong>Lord Ausric Krell, Death Knight Fighter 5, Knight of the Lily 7:</strong> A Nordmaarian youth recruited directly by Lord Ariakan, Lord Ausric Krell rose to hold the rank of “Night Warrior” in the Knights of Takhisis, serving and fighting directly under Lord Ariakan himself during the Chaos War. Dishonoring himself and disobeying every tenet of the Dark Knights, Ausric secretly plotted against his lord, finally poisoning Ariakan’s mount before the last, fateful battle with the forces of Chaos.</p><p>Anyone who might have discovered Ausric’s treachery died in the battle, and he too was overwhelmed and killed by the enemy. The goddess Zeboim, however, found out about the murder of her son and was determined to avenge him. She cursed Ausric to eternal, tormented life.</p><p><strong>Fireshadow:</strong> Any living creature reduced to Constitution 0 by the green flame of a fireshadow becomes a fireshadow within 1d4 rounds.</p><p><strong>Skeletal Warrior:</strong> Skeletal warriors were dangerous combatants in life who are forced to battle on after death.</p><p>To be considered for transformation to a skeletal warrior, a character must be at least 3rd level.</p><p>“Skeletal warrior” is a template that can be added to any humanoid creature.</p><p>If a death knight creates a skeletal warrior, it must serve its master until either the death knight or skeletal warrior is destroyed. When a skeletal warrior is created through arcane or divine magic, however, its soul is trapped in a golden circlet, which can then be used to command the creature. Unless commanded against it, a skeletal warrior will do anything in its power to recover the golden circlet and ensure its own free will. A skeletal warrior’s golden circlet is much like a lich’s phylactery.</p><p>The spellcaster creating the golden circlet must be a cleric, mystic, sorcerer, or wizard of at least 6th level who possesses the Craft Wondrous Item feat. The golden circlet costs 60,000 stl and 2,400 XP to create and has a caster level equal to that of its creator at the time of its creation.</p><p>Physically, golden circlets are unremarkable bands of gold with a circumference large enough to fit around the creator’s head. The golden circlet has a hardness rating of 10, 20 hit points, and a break DC of 20.</p><p>Here Sir Ausric Krell, a death knight served by a group of skeletal warriors, is imprisoned, battered by a perpetual storm. Fighting loneliness and boredom, he might keep captives alive for a time before killing them. He forces those he kills to serve him forever as skeletal warriors.</p><p><strong>Grimix, Skeletal Warrior Barbarian 4:</strong> A minotaur warrior who survived a shipwreck upon the island of Storm’s Keep, Grimix found himself challenged by the death knight, Lord Ausric. Never one to back down, Grimix fought the death knight and was quickly dispatched. Ausric admired the minotaur’s bravery in the face of overwhelming odds, and raised him as a skeletal warrior to serve in the death knight’s growing retinue.</p><p><strong>Spectral Minion:</strong> A spectral minion is the soul of an intelligent humanoid who died before she could fulfill an important vow. Even in death, spectral minions are bound by the vow or quest placed upon them while they were alive.</p><p>“Spectral minion” is a template that can be added to any humanoid, monstrous humanoid or giant creature.</p><p>Spectral minions may have been anything in life, from a lowly clerk to a mighty heroic paladin.</p><p><strong>Dedrinch, Spectral Minion Expert 5:</strong> This spectral minion was a former scribe and archivist who turned to forgery as a way to make more money. Although he can provide helpful advice or information to adventurers who encounter him in his buried library ruins, his overriding goal is to create perfect forgeries of all the volumes in his collection.</p><p><strong>Lord Soth, Death Knight:</strong> When Lord Soth was cursed for his crimes at the moment of the Cataclysm, he became a death knight.</p><p><strong>Fistandantilus, Demilich:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Shadow Wight:</strong> ?</p><p><strong>Frost Wight:</strong> ?</p><p></p><p><strong>Undead:</strong> Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Lich:</strong> Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings.</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28474/Eberron-Campaign-Setting-3e?affiliate_id=17596" target="_blank">Eberron Campaign Setting:</a>[spoiler]</p><p><strong>Deathless:</strong> Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life.</p><p>The deathless are strongly tied to the plane of Irian, the Eternal Day, the birthplace of all souls. In fact, the death less are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.</p><p>In the center of the island-continent lies a region where necromantic energy flows easily, and it was here that the elf Priests of Transition discovered the rites and rituals required to preserve their elders beyond death.</p><p>The Aereni preserve their greatest heroes as deathless. (Eberron Player's Guide to Eberron)</p><p>The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. (Eberron Player's Guide to Eberron)</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron)</p><p><strong>Ascendant Councilor:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> It has been imbued with malign intelligence, and its bones have been treated alchemically to make them more resilient.</p><p>Karrnathi skeletons are created from the remains of elite Karrnathi soldiers slain in battle.</p><p>First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.</p><p>Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations)</p><p><strong>Karrnathi Skeleton Archer:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> It has been imbued with evil intelligence, and its desiccated flesh has been treated alchemically to make it more resilient.</p><p>Karrnathi zombies are created from the remains of elite Karrnathi soldiers slain in battle.</p><p>First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.</p><p>Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations)</p><p><strong>Karrnathi Zombie Archer:</strong> ?</p><p><strong>Undying Councilor:</strong> Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits.</p><p>An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.</p><p><strong>Undying Soldier:</strong> An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.</p><p><strong>Erandis d'Vol, Vol, Queen of the Dead, Elf Half-Dragon Lich Wizard 16:</strong> In life, Vol was the heir to the fortunes of House Vol. She carried the Mark of Death and proudly proclaimed her heritage as both elf and green dragon. Her half-dragon blood, once thought to be a way to end the elf-dragon wars, eventually led to the eradication of House Vol as both elves and dragons declared the mixing of the species to be an abomination. Lady Vol survived the destruction of her family, but became an undead creature—a lich.</p><p>As the Vol family was slaughtered, the matriarch used her powers over death to make sure her beloved daughter survived. Erandis became a lich, and now remains as the single memory of her family’s ancient glory.</p><p><strong>Undead Mind Flayer:</strong> ?</p><p><strong>Kaius III , Kaius I, Human Vampire Aristocrat 2, Fighter 11:</strong> When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire.</p><p>The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. (Eberron Five Nations)</p><p><strong>Moranna, Human Vampire Aristocrat 4/sorcerer 5:</strong> ?</p><p>Kaius turned his granddaughter into a vampire. (Eberron Five Nations)</p><p><strong>Malevanor, Mummy Half-Elf Cleric 8:</strong> ?</p><p><strong>Spectral Dinosaur:</strong> ?</p><p><strong>Undead Lizardfolk Priest:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Undead Rat Monstrosity:</strong> Deep in the sewers of Sharn, a mad necromancer assembles a device to transform the rats of the city into undead monstrosities.</p><p><strong>Skeletal Dragon:</strong> ?</p><p><strong>Ghostbear:</strong> Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.</p><p></p><p><strong>Zombie:</strong> Emerald Reanimator Eldritch Machine magic item.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table.</p><p>d% Result</p><p>01–50 Spell functions normally.</p><p>51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.</p><p>81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.</p><p>91–99 The spell functions normally, but a nalfeshnee possesses the raised character.</p><p>100 The spell does not function; instead, a nalfeshnee animates the body.</p><p>Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote.</p><p>Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.</p><p><strong>Dracolich:</strong> The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons.</p><p><strong>Dust Wight:</strong> ?</p><p><strong>Ephemeral Swarm:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Necronaut:</strong> ?</p><p><strong>Vasuthant:</strong> ?</p><p></p><p>Emerald Reanimator: This gruesome device incorporates bone and undead flesh into its construction. Any creature that dies within 2 miles of this eldritch machine immediately animates as a zombie under the control of the device’s creator. An emerald reanimator must be built within a manifest zone linked to Mabar.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51636/Faiths-of-Eberron-35?affiliate_id=17596" target="_blank">Eberron Faiths of Eberron:</a>[spoiler]</p><p><strong>General Raulz, Karrnathi Skeleton Cleric 9:</strong> ?</p><p><strong>Erandis d'Vol:</strong> Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich.</p><p><strong>Kaius I, Human Vampire:</strong> Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom.</p><p>Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, so he agreed. Vol deceived him, however, and used the ritual to turn Kaius into her own personal thrall as a vampire.</p><p><strong>Malevanor, Mummy Cleric 9:</strong> ?</p><p><strong>Baszilio, Human Vampire Rogue 2, Wizard 5, Cleric 3:</strong> ?</p><p><strong>Randall A leazar d’Deneith, Vampire Human Rogue 7:</strong> ?</p><p></p><p><strong>Spectre:</strong> The former high priest of the Monastery of the Unyielding Shield has become a spectre.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/121301/EBERRON-Five-Nations-35?manufacturers_id=44?affiliate_id=17596" target="_blank">Eberron Five Nations</a>[spoiler]</p><p><strong>Ghostbeast:</strong> ?</p><p><strong>Mourner:</strong> Mourners are undead native to the Mournland, the remains of soldiers who died as a consequence of a great betrayal. All verifiable mourners were once Thrane soldiers under the command of General Kalion Adara at Arjon Ford. They formed in the wake of whatever cataclysm created the Mournland.</p><p>During the Last War, a legion of Thrane soldiers marched into northern Cyre to halt the advance of several hundred living and undead soldiers from Karrnath. In the Battle of Arjon Ford, the Thrane and Karrnathi forces were about evenly matched, but the terrain and troop disposition gave Thrane a slight edge.</p><p>On the evening before battle, leaders on both sides outlined their plans and formed their strategies. Each force controlled one side of the Emerald Gleam River. The river was wide and easily crossed at the Arjon Ford.</p><p>General Delios Adara led the Thrane forces. His plan relied on the organization and cooperation of the three captains under his command: Captain Mythulan Vasiraghi, Captain Thellia Zant, and Captain Kalion Adara (Delios’s daughter). Unknown to Delios, Karrnath had sent a changeling named Qui in disguise to spy upon the Thrane military leaders. Qui gained more than just strategic and tactical information; he found a conflict among the generals that he could exploit. Kalion had long envied her father’s prestige and resented his condescension and lack of confidence in her leadership ability. The spy did what he could to play upon this bitterness.</p><p>Mere days before the Battle of Arjon Ford, Qui approached Kalion with a deal. Karrnath promised her land, titles, and a prestigious military post superior to what she held in Thrane’s army. Her instructions were to lead her troops (300 soldiers in all) back away from the river toward a narrow culvert. Karrnathi troops would cut off their escape. She agreed, on the condition that if Karrnath ever captured her father, he would not be killed but instead imprisoned to live and watch his daughter’s success.</p><p>The battle started much as expected. Mythulan feinted across the river, drawing Karrnath’s attention. As he withdrew, Thellia’s troops pressed forward. However, Kalion’s troops did not engage as planned. Lacking any opposition in the center, the Karrnathi forces wedged down the center of the field and split the Thrane forces in two.</p><p>Kalion’s soldiers had little regard for their captain, but they respected her father greatly. Told that they were circling around in a clever maneuver planned by General Adara, they entered the narrow culvert. Volleys of Karrnathi arrows rained death upon them. All three hundred of Kalion’s soldiers died. Back at Arjon Ford, the situation looked grim for Thrane. Delios worried about his daughter and the missing troops.</p><p>Karrnath, it seemed, would win the day. Then, above the din and fury of battle, he heard the sound of Cyran trumpets. Cyran soldiers and warforged attacked the Karrnathi forces from the east, pulling the enemy forces in two directions.</p><p>Heartened by the arrival of the Cyran troops, the Thrane soldiers fought with renewed vigor. The tide of battle had turned, and Thrane won a costly victory that day.</p><p>After the battle, Kalion Adara’s betrayal became known. Many believe that Kalion fled to Karrnath, but to this day she has not resurfaced, leading some to suspect that she, in turn, was betrayed and killed. The arrow-pocked bodies of the three hundred soldiers who died in the ambush were laid to rest. The bodies were interred in a mass grave, their arms and armor returned to the army for redistribution to other troops. The presiding cleric from the Church of the Silver Flame held a memorial ceremony for the betrayed soldiers.</p><p>Three days after the Battle of Arjon Ford, a cataclysm transformed Cyre into the Mournland. The soldiers killed by Kalion Adara’s betrayal rose from their mass grave as mourners. Perhaps they seek the death of Kalion, or perhaps they resent those who left them in the Mournland to rot. Whatever they want, they haven’t found it yet.</p><p><strong>Jarren Firstblood:</strong> ?</p><p><strong>Skeletal Steed, Heavy Warhorse Skeleton:</strong> ?</p><p><strong>Madox's Skeletal Steed, Heavy Warhorse Skeleton:</strong> ?</p><p><strong>Dire Wolf Skeleton:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>King Kaius, Kaius III, Kaius I, Human Vampire Aristocrat 2/Fighter 11:</strong> The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world.</p><p><strong>Charnel Hound:</strong> Crying Fields.</p><p><strong>Lich Wizard 11:</strong> Crying Fields.</p><p><strong>Dread Wraith:</strong> Crying Fields.</p><p><strong>Bodak:</strong> Crying Fields.</p><p><strong>Devourer:</strong> Crying Fields.</p><p><strong>Spectre:</strong> Crying Fields.</p><p><strong>Vampire Fighter 5:</strong> Crying Fields.</p><p><strong>Greater Shadow:</strong> Crying Fields.</p><p><strong>Undead:</strong> Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise.</p><p>Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war.</p><p>The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead.</p><p>In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol.</p><p>The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lich Queen Vol:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.</p><p><strong>Karrnathi Zombie:</strong> Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire Spawn:</strong> Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.</p><p><strong>Vampire:</strong> Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.</p><p><strong>Regent Moranna Ir-Wynarn, Human Vampire Aristocrat 4/Necromancer 5:</strong> Kaius turned his granddaughter into a vampire.</p><p><strong>Malevanor, Mummy Cleric 8:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Boneclaw:</strong> ?</p><p><strong>Salt Mummy:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p></p><p>CRYING FIELDS</p><p>Haunted Battlefield; Temperate Plains</p><p>Twenty-seven days of the month, the Crying Fields of southern Aundair are quiet grasslands notable only for the red-tinged flora and the white stone monuments and crypts that dot the landscape. But on nights when the moon is full, the Crying Fields become a twisted mockery of a Last War battlefield, with once-living soldiers battling each other to gain the victory they could not attain in life.</p><p>The Crying Fields lie east of Ghalt near the Thrane border. Thrane armies, attempting to avoid long sieges of Tower Valiant or Tower Vigilant, invaded toward Ghalt on five separate occasions during the Last War.</p><p>Each time, a bloody battle was fought among the farms of southeast Aundair—hundreds of acres of land that now comprise the Crying Fields.</p><p>Aundairian farmers long since abandoned the farms, and now the only life in the Crying Fields is the hardy, crimson-tinged grass that sprang up when the fields lay fallow. Even on the sunniest day, visitors to the Crying Fields can hear the clash of swords and cries of anguish, though muffled and distant as if issuing from another world. At night the sounds of battle grow louder and more distinct.</p><p>On the night of the full moon, the battle be comes entirely real, as undead soldiers, Aundairian and Thrane alike, emerge from the night to battle one another—and any among the living who are brave enough or unlucky enough to be in the Crying Fields on that night.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/29550/Players-Guide-to-Eberron-35?manufacturers_id=44?affiliate_id=17596" target="_blank">Eberron Player's Guide to Eberron</a>[spoiler]</p><p><strong>Vol, Demilich:</strong> ?</p><p><strong>Krael Kavarat, Vampire:</strong> ?</p><p></p><p><strong>Erandis d'Vol, Vol the Lich-Queen, Queen of the Undead, Half-Dragon, Half-Elf Lich:</strong> ?</p><p><strong>Deathless:</strong> The Aereni preserve their greatest heroes as deathless.</p><p>The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years.</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.</p><p><strong>Vampire:</strong> In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.</p><p><strong>Undead:</strong> ?</p><p><strong>Undying Councilor:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky.</p><p>Mastery of the Dead feat.</p><p></p><p>Mastery of the Dead</p><p>You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells.</p><p>Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy).</p><p>Benefit: Whenever you slay a creature with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature’s HD) as a free action to transform the slain creature’s spirit into a ghost under your control.</p><p>If the check succeeds, the ghost appears in the slain creature’s space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don’t share a language), even attacking its former allies if you so choose. It remains present for a number of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can’t be returned to life by any means.</p><p>You can’t have more than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remains (the other disappears, its soul freed from your control).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/58527/EBERRON-Secrets-of-Sarlona-35?affiliate_id=17596" target="_blank">Eberron Secrets of Sarlona:</a>[spoiler]</p><p><strong>Old Copper Dragon Ghost:</strong> ?</p><p></p><p><strong>Undead:</strong> Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it.</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).</p><p><strong>Zombie:</strong> Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51648/EBERRON-Secrets-of-XenDrik-35?affiliate_id=17596" target="_blank">Eberron Secrets of Xen'Drik:</a>[spoiler]</p><p><strong>Cloud Giant Skeleton:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.</p><p><strong>Advanced Bodak:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.</p><p></p><p><strong>Vampire:</strong> It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults.</p><p><strong>Skeleton:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Zombie:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Spectre:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Mummy:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Wraith:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Undead:</strong> If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen.</p><p><strong>Nightshade:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28713/EBERRON-Sharn-City-of-Towers-35?affiliate_id=17596" target="_blank">Eberron Sharn: City of Towers</a>[spoiler]</p><p><strong>Feral Spirit:</strong> The legends say that these are the spirits of the warriors who fought for Lord Tarkanan in the War of the Mark. The death curse of the Lady of the Plague bound them to the hordes of vermin called up from below. However, feral spirits can be found beyond Sharn. Any region with a link to Mabar—such as the Gloaming in the Eldeen Reaches—could produce these unnatural swarms.</p><p><strong>Forgewraith:</strong> The incorporeal spirit of a powerful humanoid consigned to death in the lava furnaces below Sharn, a forgewraith is one of the most fearsome undead creatures found in the city. Some forgewraiths are actually formed from multiple weaker spirits rather than a single powerful soul.</p><p>Any humanoid slain by a forgewraith becomes a forgewraith in 1d4 rounds. Its body dissolves into ash, while its spirit is torn free from its corpse and transformed.</p><p><strong>Rancid Beetle Zombie:</strong> Rancid beetle zombies are the animated forms of humanoids who died from beetle rot or the swarm attack of a rancid beetle swarm. The growth of a rancid beetle swarm inside the corpse has caused its skin to harden like chitin, and the body is incredibly resilient.</p><p>A creature killed by a rancid beetle zombie rises as a rancid beetle zombie in 1d4+1 rounds. A creature that dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.</p><p>A rancid beetle zombie is animated by the rancid beetle swarm inside it, though they are separate creatures.</p><p>A creature that is killed by a rancid beetle swarm immediately becomes a rancid beetle zombie. A creature who dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.</p><p><strong>Lady Jesel Tarra'az, Human Vampire Monk 6:</strong> ?</p><p><strong>Gath, Human Lich Cleric 14:</strong> ?</p><p><strong>Calderus, Psionic Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Effigy:</strong> ?</p><p><strong>Famine Spirit:</strong> ?</p><p><strong>Gravecaller:</strong> ?</p><p><strong>Jahi:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> ?</p><p><strong>Spellstitched:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Bonedrinker:</strong> ?</p><p><strong>Plague Spewer:</strong> ?</p><p><strong>Vol:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596" target="_blank">Eberron The Forge of War:</a>[spoiler]</p><p><strong>Karrnathi Dread Marshall:</strong> The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before.</p><p><strong>Skeletal Heavy Warhorse:</strong> ?</p><p><strong>Avlast, Ghast Fighter 2:</strong> ?</p><p><strong>Shiril, Wight Rogue 2:</strong> ?</p><p><strong>Lavro, Mummy:</strong> ?</p><p><strong>Mathir, Ghoul Adept 4:</strong> ?</p><p><strong>Woeforged:</strong> The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear.</p><p><strong>Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:</strong> ?</p><p></p><p><strong>Undead:</strong> During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur.</p><p>In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur.</p><p>Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead!</p><p><strong>Karrnathi Skeleton:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Bleakborn:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Ghost:</strong> In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents.</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body.</p><p>Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws.</p><p><strong>Ghost Brute:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Deathshrieker:</strong> ?</p><p><strong>Ghast:</strong> Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596" target="_blank">Fiendish Codex I Hordes of the Abyss:</a>[spoiler]</p><p><strong>Ghoul:</strong> Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul.</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul.</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57386/Dragons-of-Faerun-35?affiliate_id=17596" target="_blank">Forgotten Realms Dragons of Faerun:</a>[spoiler]</p><p><strong>Spectral Creature:</strong> “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p>Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature under the command of its killer in 1d4 rounds.</p><p>Create Spectral Spawn feat. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows)</p><p><strong>Spectral Spitting Felldrake:</strong> ?</p><p>Quildan has created two undead guardians for the main supply entrance. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows)</p><p><strong>Aghazstamn, Wyrm Blue Diembodied Dracolich:</strong> ?</p><p><strong>Alasklerbanbastos, “The Greay Bone Wyrm”, the Great Bone Wyrm of Dragonback Mountain, Great Wyrm Blue Dracolich:</strong> Alasklerbanbastos is literally just the skeleton of a great wyrm blue dragon animated by a fell intelligence that clings to existence with fierce intensity.</p><p>After Tchazzar’s apparent ascension to godhood in the Year of the Dracorage (1018 DR), Alasklerbanbastos turned to the nascent Dragon Cult cell in Mourktar in a desperate bid for additional power and underwent the transformation ritual to become a dracolich shortly thereafter.</p><p><strong>Alglaudyx, Wyrm Black Dracolich:</strong> ?</p><p><strong>Arkhelthingril, “Ice”, Old White Dracolich:</strong> ?</p><p><strong>Arlauthra Manytalons, Wyrm Black Dracolich:</strong> ?</p><p><strong>Aurgloroasa, The Sibilant Shade, First Whisperer, Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Azarvilandral, “Shard”, Old Blue Dracolich:</strong> ?</p><p><strong>Azurphax, Adult Green Dracolich:</strong> ?</p><p><strong>Calathanorgoth, “The Old One”, Black Wyrm Dracolich:</strong> In the Year of the Immortals (1037 DR), Calathanorgoth transformed himself into a dracolich with the aid of the Cult, who hoped to subsume the magical might of House Orogoth.</p><p><strong>Canthraxis, Adult Blue Dracolich:</strong> ?</p><p><strong>Capnolithyl, “Brimstone”, Vampiric Advanced 36 HD Smoke Drake Dragon Sorcerer 10:</strong> ?</p><p><strong>Chardansearavitriol, “Ebondeath”, Very Old Black Disembodied Dracolich:</strong> ?</p><p><strong>Crimdrac, Ancient Red Dracolich:</strong> ?</p><p><strong>Daurgothoth, “The Creeping Doom”, First Reader, Great Wyrm Black Dracolich Wizard 20, Archmage 5:</strong> ?</p><p><strong>Dretchroyaster, “The Monarch Reborn”, Wyrm Green Dracolich:</strong> ?</p><p><strong>Eboanaflimoth, “Ebonflame”, Adult Red Dracolich:</strong> ?</p><p><strong>Garrathmaw, “Insyzor”, “Incisor”, Very Old Fang Dracolich:</strong> ?</p><p><strong>Ghaulantatra, Old Mother Wyrm, Ghostly Great Wyrm White Dragon:</strong> Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.</p><p><strong>Goarulskul, “the Black”, Wyrm Black Dracolich:</strong> ?</p><p><strong>Gotha, Ancient Red Dracolich:</strong> ?</p><p><strong>Greshrukk, “Red Eye”, Old Red Disembodied Dracolich:</strong> ?</p><p><strong>Halatathlaer, Ghostly Ancient Copper Dragon:</strong> ?</p><p><strong>Hethcypressarvil, “Cypress the Black”, Wyrm Black Dracolich:</strong> ?</p><p><strong>Iltharagh, “Golden Night”, Very Old Topaz Dracolich:</strong> ?</p><p><strong>Ividilandyr, “Ivy Deathdealer”, Mature Adult Green Dracolich:</strong> ?</p><p><strong>Jaxanaedegor, Very Old Green Vampiric Dragon:</strong> ?</p><p><strong>Khalahmongre, Ancient Blue Dracolich:</strong> ?</p><p><strong>Kistarianth, “The Red”, Ancient Red Dracolich:</strong> ?</p><p><strong>Kryonar, Wrym White Dracolich:</strong> ?</p><p><strong>Malygris, “The Suzerain of Anauroch”, Very Old Blue Dracolich:</strong> In the Year of the Sword (1365 DR), the Sembian cell convinced a very old blue dragon named Malygris to become a dracolich.</p><p><strong>Mornauguth, “The Moor Dragon”, Young Adult Green Dracolich Cleric 8:</strong></p><p><strong>Rauglothgor, Great Wyrm Red Dracolich:</strong> ?</p><p><strong>Sapphiraktar, “The Blue”, Wyrm Blue Dracolich:</strong> ?</p><p><strong>Saurglyce, Mature Adult White Dracolich:</strong> ?</p><p><strong>Shargrailer, “The Dark”, “The Sacred One”, Great Wyrm Red Disembodied Dracolich:</strong> Sammaster and his followers created their first dracolich, Shargrailer, in the Year of the Queen’s Tears (902 DR).</p><p><strong>Shhuusshuru, “Shadow Wing”, Great Shadowing of the Far Hills, Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Urshula, Very Old Black Dracolich:</strong> ?</p><p><strong>Uthagrimnoshaarl, Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6, Assassin 3:</strong> ?</p><p><strong>Vr’tark, Mature Adult Blue Dracolich:</strong> ?</p><p><strong>Xavarathimius, “The Everlasting Wyrm”, Great Wyrm Green Dracolich:</strong> ?</p><p><strong>Zethrindor, Ancient White Disembodied Dracolich:</strong> ?</p><p><strong>Sammaster, Lich:</strong> In the Year of Many Mists (1282 DR), Sammaster briefly returned as a lich, once criteria he had set into play three centuries before were finally resolved amid the ruined city of Harrowsmouth.</p><p><strong>Thaluul, Ghost Beholder:</strong> Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.</p><p><strong>White Dracolich:</strong> ?</p><p><strong>First Interpreter, Alagshon Nathaire, Banelich Human Cleric 25, Divine Disciple 5:</strong> Before his own destruction, Sammaster secretly brought Alagshon Nathaire back from the dead as a banelich.</p><p>Sammaster brought him back from the dead in the Year of Rogue Dragons (1373 DR) as a banelich, intending to make restore him to his position as Second-Speaker.</p><p><strong>Reveilaein Brant, Dracolich Half-Black Dragon Human Wizard 6:</strong> While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. Fascinated by the idea of becoming immortal but aware of his human limitations, the young apprentice sought a way to transform himself into a half-dragon.</p><p>Reveilaein was aware that his master Vargo had once been a normal human but had discovered an alchemical process that turned him into a half-black dragon. The young mage concocted a scheme to steal the formula. He waited until Vargo was busy with Cult duties and ripped the page out of the mage’s notes that contained the formula. Reveilaein had the command word to bypass the wards on Vargo’s spellbook, having required it for some of his tasks as an apprentice. What he did not expect is that ripping the page also set off a ward. Vargo sensed the ripping of his spellbook and immediately transported himself back to his chambers. Reveilaein was somewhat prepared for such an eventuality. He read a scroll of teleport he had stolen from Vargo and transported himself away from the Well.</p><p>Reveilaein retreated to Arabel, where he analyzed the alchemical formula stolen from Vargo and the ritual described on the tablet. He searched out a priest of Kalzareinad, employing considerable resources to pay a diviner to locate a follower of the dark demigod. The divinations paid off, and Reveilaein located Morven Vance, a Mulan priestess of Kalzareinad. Morven was a disciple of Maldraedior (LE male great wyrm blue dragon ascendant 3) and is one of a very small number of worshipers of Kalzareinad. Tantalizing the priestess with a relic of her deity, Reveilaein convinced her to help him perform his two rituals. It occurred to him that she might seek to slay him or steal the knowledge for herself, but he was too obsessed with immortality and power to care.</p><p>Morven did indeed consider the possibility of killing the wizard or stealing the magic. In a moment of weakness, while helping him perform the ritual, she became too afraid to seize the artifact for herself. She helped Reveilaein perform the ritual to transform him into a Kaemundar.</p><p><strong>Lacedon Ghast:</strong> ?</p><p><strong>Gilgeam:</strong> The worshipers of Gilgeam have just suffered what might be their worst defeat. They managed to bring their deity back in an undead body, but the followers of Tiamat and their allies destroyed the god-king, ending any hope of his return.</p><p><strong>Dracolich Slough:</strong> The magic used to create dracoliches is a powerful and wellcontrolled</p><p>secret, but it does result in occasional unforeseen consequences. As a dracolich ages and moves around its lair, it brushes up against its treasure and rock formations; it has occasional fights with dragon slayers, and almost always wins. This daily wear and tear leads to sloughing of the rotting tissue hanging on a dracolich’s massive frame. What few know is that this sloughed carrion often has a life of its own.</p><p>Dracolich slough tends to accumulate, and due to the negative energy of the magic infusing the dracolich, it gathers in small piles.</p><p><strong>Djinni Ghost, Undead Genie:</strong> Ghazir the Deserts Edge magic item.</p><p><strong>Frost Giant Phantasm, Frost Giant Ghost, Frost Giant Spirit:</strong> Ghazir the Deserts Edge magic item.</p><p></p><p><strong>Spectre:</strong> Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead.</p><p><strong>Dracolich, Sacred One, Night Dragon:</strong> Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled.</p><p>While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar.</p><p>The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences.</p><p><strong>Ghostly Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> ?</p><p></p><p>Ghazir the Desert’s Edge</p><p>Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary weapon of the Shoon Imperium with a cursed reputation.</p><p>Lore: Characters can gain the following pieces of information about Ghazir by making Knowledge (arcana) or Knowledge (history) checks.</p><p>DC 15: In the Year of the Burnished Blade (276 DR), Qysar Shoon IV of the Shoon Imperium fashioned a uniquely powerful scimitar from the shifting sands of the Calim Desert, drawing on the trove of magical lore seized from the hoard of Rhimnasarl the Shining. Shoon IV was a necromancer, unskilled in swordplay, who crafted the weapon solely to prove it could be done. The blade (named Ghazir, or “war crescent” in Alzhedo) lay unused in the royal vaults for nearly a decade after it was forged.</p><p>DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon V formally bequeathed the scimitar to a senior ralbahr (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi Memnon, as a symbol of office. Faruk had long championed the conquest and colonization of the Nelanther, as the genie-haunted isles west of Zazesspur were known, and the gift was seen as a symbol of the qysara’s favor. The ensuing naval campaign was a great success; nearly a score of rogue djinn were slain, and the gale-force winds that had long prevented the safe passage of sailing ships along the Sword Coast abated. Despite the construction of the Sea Towers of Irphong and Nemessor, the subsequent colonization efforts foundered, due to the nobles’ distaste for the constant cool winds (which many attributed to the angry spirits of the djinn) and other factors of living close to the stormy Trackless Sea. Faruk was eventually cashiered in the Year of Sundered Sails (302 DR) by the qysara’s successor, Shoon VI, and Ghazir was returned to the vaults beneath the Imperial Mount of Shoonach, where it languished for nearly three decades.</p><p>DC 30: The winter that stretched from the Year of Roused Giants (330 DR) to the Year of Cold Clashes (331 DR) was one of the coldest on record in the Shoon Imperium. The Calishar Emirates were blanketed in snow, and raiding giants emerged from the mountains to plunder isolated communities. After a large tribe of frost giants began harrying the outlying farms of Athkatla, Qysar Shoon VII dispatched a large company of soldiers to deal with the menace. Ghazir was loaned to the troops’ colonel, Balak Muham yn Daud el Talhib, who used Desert’s Edge to dispatch dozens of northern behemoths.</p><p>Although Muham was hailed as a hero upon his return to Shoonach, Ghazir’s reputation was tarnished by the string of harsh winters that followed, coupled with reports that the frost giants’ spirits continued to haunt the Cloud Peaks. Rumors suggested that the weapon was in some manner cursed, and that the souls of its victims remained tethered to this world where they continued to harass the living. It was deemed politically expedient by Shoon VII’s viziers to return Ghazir to the royal vaults, where it lay untouched until the fall of the Imperium. In the Year of the Corrie Fist (450 DR), Iryklathagra seized Ghazir along with many other treasures as she plundered Shoonach, and Desert’s Edge has lain untouched in her hoard ever since.</p><p>Description: Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the wake of Memnon’s Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar’s smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV.</p><p>Effect: Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk.</p><p>Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have created djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks.</p><p>Consequences: Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert’s Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir’s Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra’s hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir’s reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert’s Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well.</p><p>The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert’s Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar.</p><p>Overwhelming conjuration; CL 20th.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28731/Players-Handbook-II-35?affiliate_id=17596" target="_blank">Player's Handbook II:</a>[spoiler]</p><p><strong>Tanneth Silverwright, Vampire Fallen Paladin:</strong> ?</p><p><strong>Undead:</strong> Necrotic Cradle.</p><p><strong>Sashess, Half-Elf Vampire Monk:</strong> The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. One of these vampires, a half-elf monk named Sashess, is rumored to haunt the lands around the Necrotic Cradle still.</p><p><strong>Raptor-Pharaoh mummy:</strong> ?</p><p><strong>Displacer Beast Skeleton:</strong> ?</p><p><strong>Sorcerer Wraith:</strong> ?</p><p><strong>Vampire Halfling:</strong> ?</p><p></p><p><strong>Vampire:</strong> The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires.</p><p>For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids.</p><p><strong>Devourer:</strong> ?</p><p><strong>Dread Wraith:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Nighwing:</strong> ?</p><p><strong>Human Vampire Fighter 5:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Half-Elf Vampire Monk 9, Shadowdancer 4:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Lich:</strong> They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian.</p><p><strong>Ghost:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vecna:</strong> ?</p><p><strong>Wight:</strong> ?</p><p></p><p>The Necrotic Cradle: Character rebuilds that relate to necromancy (both undeath and aspects of the physical body) seem particularly appropriate for the Necrotic Cradle. This location might allow any or all of the following rebuilds: return an undead character to life, exchange life for undeath at the cost of an appropriate number of character levels, change ability scores, or exchange class levels or prestige class levels for necromancy-themed class levels or prestige class levels.</p><p>Certain places of power allow those with mettle to change themselves in strange and wondrous ways. Rumor holds that in some such places, a person can ignore the plans of the gods and even change his race.</p><p>Because the Necrotic Cradle is a place where life and death meet and mix, great changes can be wrought there.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596" target="_blank">Spell Compendium:</a>[spoiler]</p><p><strong>Dog Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Zombie Fighter:</strong> ?</p><p><strong>Zombie Warhorse:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p></p><p><strong>Undead:</strong> <em>Kiss of the Vampire</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Bodak:</strong> <em>Bodak's Glare</em> spell.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Ghoul:</strong> The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118).</p><p><em>Field of Ghouls</em> spell.</p><p><em>Ghoul Gauntlet</em> spell.</p><p><strong>Wight:</strong> ?</p><p><strong>Human Warrior Skeleton:</strong> <em>Skeletal Guard</em> spell.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>BODAK’S GLARE</p><p>Necromancy [Death, Evil]</p><p>Level: Abyss 8, Cleric 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself.</p><p>Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.</p><p>If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.</p><p>Focus: A black onyx gem worth at least 500 gp.</p><p></p><p>FIELD OF GHOULS</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 7</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft.-radius emanation</p><p>centered on you</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.</p><p>Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.</p><p>The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.</p><p>No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.</p><p></p><p>GHOUL GAUNTLET</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 5, sorcerer/wizard 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.</p><p>The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118).</p><p>If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.</p><p>The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p></p><p>KISS OF THE VAMPIRE</p><p>Necromancy</p><p>Level: Sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes.</p><p>You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.</p><p>• enervation, as a melee touch attack</p><p>• vampiric touch, as a melee touch attack</p><p>• charm person</p><p>• gaseous form (self only)</p><p>While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.</p><p>Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.</p><p>Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.</p><p></p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more</p><p>corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen.</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again).</p><p>Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.</p><p></p><p>SKELETAL GUARD</p><p>Necromancy [Evil]</p><p>Level: Sorcerer/wizard 8</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more fingerbones</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones.</p><p>You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).</p><p>Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Dragon Magazine:[spoiler]</p><p>Dragon 315</p><p><strong>T'liz:</strong> Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health.</p><p>“T’liz” is an acquired template that must be applied to any humanoid creature.</p><p><strong>Ghoul Fleshgivor:</strong> Repeat uses of rejuvenative corpse on the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church.</p><p>An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight.</p><p><strong>Ghast Fleshgivor:</strong> An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight.</p><p>“Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead</p><p></p><p><strong>Spectre:</strong> A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death.</p><p></p><p>Dragon 322</p><p><strong>Nether Hound:</strong> Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus.</p><p>The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform.</p><p>“Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment.</p><p></p><p>Dragon 324</p><p><strong>Icy Prisoner:</strong> Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams.</p><p>Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds.</p><p><strong>Steaming Soldier:</strong> Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth.</p><p>Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds.</p><p></p><p>Dragon 334</p><p><strong>Humbaba:</strong> Some believe that they were first created by the gods of the afterlife.</p><p></p><p>Dragon 336</p><p><strong>Favored Spawn of Kyuss:</strong> Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions.</p><p>“Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature.</p><p>By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie.</p><p></p><p><strong>Allip:</strong> The allip is the spirit of someone driven to suicide by madness.</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead.</p><p><strong>Bodak:</strong> Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well.</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect.</p><p><strong>Bone Naga:</strong> Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate.</p><p>It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath.</p><p><strong>Boneclaw:</strong> Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang.</p><p><strong>Charnel Hound:</strong> The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull.</p><p><strong>Crawling Head:</strong> The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation.</p><p>The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings.</p><p><strong>Crimson Death:</strong> Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death.</p><p><strong>Death Knight:</strong> The demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light.</p><p><strong>Drowned:</strong> Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today.</p><p><strong>Effigy:</strong> Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath.</p><p><strong>Famine Spirit:</strong> Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities.</p><p>Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit.</p><p><strong>Ghast:</strong> The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast.</p><p><strong>Ghost:</strong> Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters.</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead.</p><p><strong>Ghoul:</strong> Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin.</p><p><strong>Huecuva:</strong> Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath.</p><p>In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva.</p><p><strong>Lich:</strong> As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow.</p><p><strong>Mohrg:</strong> Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer.</p><p><strong>Mummy:</strong> Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse.</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage.</p><p><strong>Nightshade:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler.</p><p><strong>Shadow:</strong> In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow.</p><p><strong>Spectre:</strong> When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.</p><p>Spectres are born from sudden acts of violence.</p><p><strong>Sword Wraith:</strong> Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts.</p><p><strong>Vampire:</strong> Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh.</p><p><strong>Wight:</strong> Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim.</p><p><strong>Wraith:</strong> Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell.</p><p><strong>Spawn of Kyuss:</strong> The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization.</p><p>Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within.</p><p>A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later.</p><p>The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes.</p><p><strong>Zombie:</strong> Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies.</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size.</p><p></p><p>Dragon 339</p><p><strong>Animus:</strong> An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor.</p><p>“Animus” is an acquired template that can be added to any humanoid creature.</p><p><strong>Lich, Suel:</strong> Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland.</p><p>“Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level.</p><p></p><p>Dragon 340</p><p><strong>Cauldron Spawn:</strong> If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn.</p><p>“Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template.</p><p></p><p>Dragon 343</p><p><strong>Living Wall:</strong> Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh.</p><p>“Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice.</p><p>[/spoiler]</p><p></p><p>Web Articles[spoiler]<a href="http://archive.wizards.com/default.asp?x=dnd/we/20040522a" target="_blank">Complete Divine Web Enhancement More Divinity:</a>[spoiler]</p><p><strong>Shadow:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Greater Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20030822a" target="_blank">Dragonlance Campaign Setting Web Enhancement Minor Dragon Overlords of the Fifth Age:</a>[spoiler]</p><p><strong>Frostwight:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20030823a" target="_blank">Elite Opponents Gnolls:</a>[spoiler]</p><p><strong>Y'reess, Fiendish Gnoll Vampire Ranger 9:</strong> Once a member of an elite caste of demon-touched gnolls, Y'reess was an esteemed hunt leader among his people. Many years ago, he ran afoul of a powerful vampire when his pack of hunters discovered the creature's tomb. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060407a" target="_blank">Elite Opponents Creatures That Cannot Be:</a>[spoiler]</p><p><strong>Demon Vampire, Vampiric Glabrezu, Glabrezu Vampire:</strong> ?</p><p><strong>Gelatinous Cube Vampire:</strong> ?</p><p><strong>Gelatinous Vampire Bear:</strong> ?</p><p><strong>Gelatinous Vampire Griffon:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.</p><p><strong>Vampire:</strong> A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070401a" target="_blank">Elite Opponents Creatures That Cannot Be II:</a>[spoiler]</p><p><strong>Vampiric Vine Horror:</strong> ?</p><p><strong>Vampire Night Twist:</strong> ?</p><p><strong>Nymph Lich Druid 6:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20040821a" target="_blank">Elite Opponents Mohrgs:</a>[spoiler]</p><p><strong>Shadow Mohrg:</strong> ?</p><p><strong>Spellstitched Mohrg:</strong> ?</p><p><strong>Elite Fiendgrafted Mohrg:</strong> ?</p><p><strong>Kurge the Executioner, Mohrg Assassin 5:</strong> ?</p><p></p><p><strong>Mohrg:</strong> A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave.</p><p><strong>Zombie:</strong> Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life.</p><p>Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life.</p><p>Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life.</p><p>Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20030905a" target="_blank">Elite Opponents Ogre Mages:</a>[spoiler]</p><p><strong>Nam-Sun, Ghost Half-Green-Dragon/Half-Ogre-Mage Sorcerer 8:</strong> Slain decades ago by a rival ogre mage, Nam-Sun now haunts the forest where she once lived. She hungers only for revenge against her killer, who currently serves as advisor to a tribe of fire giants in a distant mountain range. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060714a" target="_blank">Elite Opponents Variant Blackspawn Stalkers:</a>[spoiler]</p><p><strong>Blackspawn Stalker Mumia Swarm-Shifter:</strong> Undoubtedly some splinter group devoted to Nerull or Lolth or even Tiamat made a blackspawn stalker into a mumia so it could continue the fight, and the patron deity gave it swarm powers.</p><p><strong>Imhotep:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070713a" target="_blank">Elite Opponents Variant Frostwind Viragos:</a>[spoiler]</p><p><strong>Spellwarped Silveraith Frostwind Virago:</strong> ?</p><p></p><p><strong>Silveraith:</strong> A spellcaster killed outright by the backlash of this Spellwarped Silveraith Frostwind Virago creature's magic absorption rises as a silveraith in 1d4 days if it would qualify for the template.</p><p><strong>Juju Zombie:</strong> Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060324a" target="_blank">Elite Opponents Variant Medusas:</a>[spoiler]</p><p><strong>Ghost Medusa:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20061219a" target="_blank">Elite Opponents Variant Unicorns:</a>[spoiler]</p><p><strong>Monstrous Vampire Unicorn:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070413a" target="_blank">Elite Opponents Weird and “Wonderful” Stirges:</a>[spoiler]</p><p><strong>Ghost Brute Stirge:</strong> The ghost brute stirge (CR 2) was driven to return from death by an unquenchable thirst for warm blood, and it single-mindedly searches for victims to sate its terrible cravings. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20040201a" target="_blank">Elite Opponents Wyverns:</a>[spoiler]</p><p><strong>Skeletal Wyvern:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/ei/20030810a" target="_blank">Epic Insights Compiled and Updated:</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Horrible Army of the Dead</em> epic spell.</p><p></p><p>HORRIBLE ARMY OF THE DEAD</p><p>Necromancy [Death, Evil]</p><p>Spellcraft DC: 112</p><p>Components: V, S</p><p>Casting Time: 1 full round</p><p>Range: 300 ft.</p><p>Area: 300-ft. radius</p><p>Target: One or more living creatures</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>To Develop: 1,008,000 gp; 21days; 40,320 XP. Seeds: animate dead (DC 23), slay (DC 25). Factors: reduce casting time by 9 rounds (+18 DC), create additional 60 HD of undead (+60 DC), create skeletons (-12 DC). Mitigating factor: burn 1,000 XP (-10 DC).</p><p>All living creatures within the area (to a maximum of 80 HD, no creature with more than 10 HD is affected) wither and die, their flesh falling to dust in seconds. The next round, these creatures rise as skeletons. You can naturally control 1 HD of undead per caster level; any undead beyond this number are uncontrolled (but since you’re probably creating them out of the middle of your enemy’s army, they’ll cause plenty of chaos on their own).</p><p>XP Cost: 1,000 XP.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fw/20041126a" target="_blank">Far Corners of the World Shadows of Glory Monsters of the Lost City:</a>[spoiler]</p><p><strong>Golem Remnant:</strong> With the passage of countless ages, the majority of any guardians and sentinels that survived the ancient cataclysm long since died or moved to different regions. Yet one category of creature in particular remained at their posts: constructs. The golems and other animated guardians created by the ancients simply remained at their posts, patient and silent, awaiting new orders that would never come. Eventually, the elements wore down even these ancient constructs, and their bodies fell apart from disuse.</p><p>Yet so strong was the binding magic that anchored the animating elemental spirits to these ancient golems that when the bodies died, their elemental "souls" died as well -- yet they did not return to the elemental planes once their bodies wasted away. Still bound to a body that no longer existed, these disembodied elemental spirits transformed into strange undead known today as golem remnants.</p><p>A golem remnant is a particularly unusual undead creature. The elemental spirits that create them are no longer bound to the Material Plane, yet their ages of idle torment that ended with dissolution universally leave them insane, and once freed, they seek out other statues, suits of armor, even dead bodies to inhabit and animate.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20051209a" target="_blank">Fight Club Chuladoal:</a>[spoiler]</p><p><strong>Chuladoal Fiendish Gravetouched Ghoul Swarm-Shifter Troll:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death.</p><p><strong>Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death.</p><p><strong>Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian 4:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070622a" target="_blank">Fight Club Drossang Tachlash:</a>[spoiler]</p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 1:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage.</p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage.</p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5/Incantatrix 4:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070803a" target="_blank">Fight Club Imbrudar:</a>[spoiler]</p><p><strong>Imbrudar, Brain in a Jar Psion 2:</strong> Imbrudar was created in a lab long ago.</p><p><strong>Imbrudar, Brain in a Jar Psion 9:</strong> Imbrudar was created in a lab long ago.</p><p><strong>Imbrudar, Brain in a Jar Psion 13:</strong> Imbrudar was created in a lab long ago.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070323a" target="_blank">Fight Club The Vampire Werewolf:</a>[spoiler]</p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5:</strong> Among the colony of orc werewolves, Nadezda wasn't that special or even noticed. As one among many in the pack, she took her place like everyone else. She trained as a scout and hunted food for the tribe. On her last hunt, lycanthrope-hating paladins and clerics wiped out her whole tribe while she was away, and she returned to a burned village and piles of charred corpses. As she grieved and buried her kin that night, a vampire attacked her.</p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious templar 4:</strong> After Nadezda's tribe was wiped out, she wandered the world for a while, and eventually fell in with a temple of Gruumsh. She trained as a temple guardian and served in that capacity for a few years before the temple was attacked by a vampire. She did her best to hold it at bay, but in the end she was overcome.</p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious Templar 4/Shadowdancer 1/Warshaper 4:</strong> After years of serving a temple of Gruumsh as a pious templar, Nadezda became disillusioned with religion and wandered the world again. Along the way she met a druid and learned much from him about shapechanging and controlling her body. But wanderlust called again, and she was on the verge of departing when a vampire attacked them both.</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20060317a" target="_blank">Fight Club Voidmind Rot Reaver:</a>[spoiler]</p><p><strong>Sapphiraktar, Dracolich:</strong> ?</p><p></p><p><strong>Zombie:</strong> As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability.</p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability.</p><p>As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/al/20040602a" target="_blank">Forgotten Realms Adventure Locales The Haunted Glen:</a>[spoiler]</p><p><strong>Haunted Glen:</strong> Some time ago, a fey nymph visited him, fell in love with him, and enticed him to fall in love with her. This love was his undoing, for his paramour was an evil fey from the Unseelie Court. She and a group of evil fey creatures came one night and captured the woodsman, and in a night-long dance ritual stole his soul, or at least a part of it. The ritual so affected the trees that they can no longer grow in the clearing. They carried the body into the forest and hid it; later, animals ate it. Part of his spirit remains, seeking wholeness or rest, but unable really to affect the world around him. (This is the darkness or sadness that presses upon the area.)[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/al/20050223a" target="_blank">Forgotten Realms Adventure Locales The Ruined Village Square:</a>[spoiler]</p><p><strong>Fronn, Human Ghost Ranger 9:</strong> The three people who were lost from the village died (either due to the passing of time or unlucky mishaps with the portal), but only the farmer's son became a ghost and started haunting the ruins. This ghost is the form that one occasionally glimpses in the square, and he is restlessly trying to find a way home. He may choose to interact with the PCs if they stay in the ruins area for at least 2 hours. His name is Fronn, and he came to realize how he was transported via the fountain; though he died, his spirit remained behind at the site of the portal. Because of this, he tries to keep other people out of the fountain during the times that the portal is active.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060503a" target="_blank">Forgotten Realms City of Splendors Waterdeep Web Enhancement Environs of Waterdeep:</a>[spoiler]</p><p><strong>Baelnorn:</strong> ?</p><p><strong>Daurgothoth, The Creeping Doom, First Reader of the Cult of the Dragon, Black Greay Wyrm Dracolich Wizard 20/Archmage 5:</strong> ?</p><p><strong>Larloch:</strong> ?</p><p><strong>Hill Giant Skeleton:</strong> ?</p><p><strong>Death Tyrant:</strong> ?</p><p><strong>The Howler, Banshee:</strong> ?</p><p><strong>Umbralax, Shadow Dracolich:</strong> ?</p><p><strong>Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft, Vampire Shield Dwarf Cleric 10:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20070425a" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows:</a>[spoiler]</p><p><strong>Spectral Shadow Dragon:</strong> In the Year of the Darkspawn (634 DR), the shadow dragons of Clan Jaezred were overthrown by their own half-drow/half-shadow dragon progeny, known as the zekylen, who had mastered powerful planar magic in secret while purporting to serve their masters. Haerinvureem, a great shadow wyrm better known as “Shimmergloom,” escaped the carnage through the Shadow Plane, but the rest of his clan were slain and reanimated as spectral creatures.</p><p>Spectral shadow dragons, undead remnants of the shadow dragons of Clan Jaezred.</p><p></p><p><strong>Spectral Spitting Felldrake:</strong> Quildan has created two undead guardians for the main supply entrance.</p><p><strong>Spectral Creature:</strong> Create Spectral Spawn feat.</p><p><strong>Shadow:</strong> ?</p><p></p><p>Create Spectral Spawn</p><p>You have the ability to create undead spawn with ties to the Plane of Shadow with your energy drain ability.</p><p>Prerequisite: Energy drain special ability.</p><p>Benefits: Creatures slain with your energy drain ability arise as sp[spoiler]awn under your control with the spectral creature†† template. They remain under your control until your death.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20070307b" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement New Draconic Monsters:</a>[spoiler]</p><p><strong>Hoarder Dragon:</strong> Hoarders are dragons who were so greedy in life that when they died, they could not abandon their treasure. While they hold many similarities to ghosts, these creatures manifest for entirely different reasons. Their unfettered avarice causes them to haunt the site of their hoard, unwilling to give up a single coin.</p><p>In life, most hoarders worshipped Task, the dragon god of greed. Scholars suggest that he rewards them for their service by transforming them into hoarders when they die. They point out that the creatures usually use gems the color of their scales for eyes.</p><p>"Hoarder" is a template that can be added to any nongood dragon.</p><p><strong>Amilektrevitrioelis, "Amilek", Mature Blue Dragon Hoarder:</strong> As Amilek grew in size and greed, he attracted the attention of Task, the dragon god of greed. Most blues have aspirations of tyranny and domination, but Amilek was an exception. Task loved to watch the avaricious blue writhing in his mountains of coins, spending months cataloging his wealth, down to the last copper piece. Amilek was one of Task's favorite, receiving numerous gifts from The Taker throughout the years.</p><p>What he did not know was that the spirit of Amilek still existed, called back to the treasure hoard by its dark master.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060913a" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement Roll Call of Dragons:</a>[spoiler]</p><p><strong>Aghazstamn, Wyrm Blue Disembodied Dracolich:</strong> ?</p><p><strong>Alasklerbanbastos, The "Great Bone Wyrm", Great Wyrm Blue Dracolich:</strong> ?</p><p><strong>Alglaudyx, Wyrm Black Dracolich:</strong> ?</p><p><strong>Arkhelthingril, "Ice", Old White Dracolich:</strong> ?</p><p><strong>Arlauthra Manytalons, Wyrm Black Dracolich:</strong> ?</p><p><strong>Aurgloroasa, "The Sibilant Shade", Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Azarvilandral, "Shard", Old Blue Dracolich:</strong> ?</p><p><strong>Azurphax, Adult Green Dracolich:</strong> ?</p><p><strong>Calathanorgoth, "The Old One", Wyrm Black Dracolich:</strong> ?</p><p><strong>Canthraxis, Adult Blue Dracolich:</strong> ?</p><p><strong>Capnolithyl, "Brimstone", Vampiric Advanced 36 HD Smoke Drake Sorcerer 10:</strong> ?</p><p><strong>Chardansearavitriol, "Ebondeath", Very Old Black Disembodied Dracolich:</strong> ?</p><p><strong>Crimdrac, Ancient Red Dracolich:</strong> ?</p><p><strong>Daurgothoth, "The Creeping Doom", Great Wyrm Black Dracolich Wizard 20/Archmage 5:</strong> ?</p><p><strong>Dretchroyaster, "The Monarch Reborn", Wyrm Green Dracolich:</strong> ?</p><p><strong>Eboanaflimoth, "Ebonflame", Adult Red Dracolich:</strong> ?</p><p><strong>Garrathmaw, "Insyzor", "Incisor", Very Old Fang Dracolich:</strong> ?</p><p><strong>Ghaulantatra, "Old Mother Wyrm", Ghostly Great Wyrm White Dragon:</strong> ?</p><p><strong>Goarulskul, "The Black", Wyrm Black Dracolich:</strong> ?</p><p><strong>Gotha, Ancient Red Dracolich:</strong> ?</p><p><strong>Greshrukk, "Red Eye", Old Red Disembodied Dracolich:</strong> ?</p><p><strong>Halatathlaer, Ghostly Ancient Copper Dragon:</strong> ?</p><p><strong>Hethcypressarvil, "Cypress the Black", Wyrm Black Dracolich:</strong> ?</p><p><strong>Iltharagh, "Golden Night", Very Old Topaz Dracolich:</strong> ?</p><p><strong>Ividilandyr, "Ivy Deathdealer", Mature Adult Green Dracolich:</strong> ?</p><p><strong>Jaxanaedegor, Vampiric Very Old Green Dragon:</strong> ?</p><p><strong>Khalahmongre, Ancient Blue Dracolich:</strong> ?</p><p><strong>Kistarianth "The Red", Ancient Red Dracolich:</strong> ?</p><p><strong>Kryonar, Wyrm White Dracolich:</strong> ?</p><p><strong>Malygris, "The Suzerain of Anauroch", Very Old Blue Dracolich:</strong> ?</p><p><strong>Mornauguth, "The Moor Dragon", Young Adult Green Dracolich, Human, Cleric 8:</strong> ?</p><p><strong>Pelendralaar, Adult Red Dracolich:</strong> ?</p><p><strong>Rauglothgor, Great Wyrm Red Dracolich:</strong> ?</p><p><strong>Sapphiraktar, "The Blue", Wyrm Blue Dracolich:</strong> ?</p><p><strong>Saurglyce, Mature Adult White Dracolich:</strong> ?</p><p><strong>Shargrailar, "The Dark", "The Sacred One", Great Wyrm Red Disembodied Dracolich:</strong> ?</p><p><strong>Shhuusshuru, "Shadow Wing", Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Urshula, Very Old Black Dracolich:</strong> ?</p><p><strong>Uthagrimnoshaarl, "The Dire Dragon", Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6/Assassin 3:</strong> ?</p><p><strong>Vr’tark, Mature Adult Blue Dracolich:</strong> ?</p><p><strong>Xavarathimius, "The Everlasting Wyrm", Great Wyrm Green Dracolich:</strong> ?</p><p><strong>Zethrindor, Ancient White Disembodied Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/rp/20040714a" target="_blank">Forgotten Realms Realms Personalities Ghiz'kith, Devotee of the True Sseth:</a>[spoiler]</p><p><strong>Ghiz'kith, Sarrukh Lich Wizard 10/Arcane Devotee of Sseth 5:</strong> Driven from Okoth prior to its fall (circa -34,100 DR), Ghiz'kith fled from his defeat at the hands of the foul albino, Pil'it'ith. Retreating into Mhairshaulk, the powerful sarrukh wizard longed for further arcane knowledge. Ultimately, he sought knowledge that would allow him to outlast his enemy and survive into the future, that he might rise to power once again. He scoured his vast personal library for answers, though none could be found. At long last, in the twilight of his life, it looked as though Pil'it'ith had succeeded in finally destroying Ghiz'kith when Ghiz'kith made a desperate plea to Sseth, praying for the knowledge that had eluded him begging for immortality. Sseth responded to his disciple and bestowed upon him knowledge of a process that would transform him body and soul, turning arcane might into the long sleep from which Ghiz'kith would awaken as a lich. To this day, the reason for Sseth's assistance to Ghiz'kith is unknown. Perhaps he had foreseen his imprisonment by the dark god Set or perhaps he did this to test his chosen, Pil'it'ith. Whatever the reason, Ghiz'kith slumbered in an amber chrysalis and slowly changed.</p><p>The yuan-ti of Mhairshaulk displayed Ghiz'kith in his amber prison, hanging the massive amber tomb from the ceiling in the grand temple like some misbegotten crystal chandelier. Ghiz'kith's corpse, contained within, served as a constant reminder of the past and the yuan-tis' slavery to the sarrukh. The Time of Troubles came, and indeed Sseth found himself imprisoned by Set. Shortly after Set began granting spells to his sarrukh worshipers, Sseth began struggling against the bonds of eternal slumber. As a result of these struggles, Ghiz'kith awoke, much to the surprise of the yuan-ti of Mhairshaulk, who, upon opening the proceedings of what was to be a grand sacrifice, entered their place of worship to find the amber prison shattered and its former occupant missing. A great hunt for the body of Ghiz'kith ensued, but for a time, he was nowhere to be found.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20040313a" target="_blank">Forgotten Realms Player's Guide to Faerun Web Enhancement Monster Update:</a>[spoiler]</p><p><strong>Beholder Death Tyrant:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>Banedead:</strong> ?</p><p><strong>Baneguard:</strong> ?</p><p><strong>Bat Deep Bonebat:</strong> ?</p><p><strong>Dread Warrior:</strong> ?</p><p><strong>Zombie Tyrantfog:</strong> ?</p><p><strong>Curst:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Crypt Spawn:</strong> ?</p><p><strong>Spectral Mage:</strong> ?</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Orb Wraith:</strong> ?</p><p><strong>Wraith Spider Small:</strong> ?</p><p><strong>Wraith Spider Medium:</strong> ?</p><p><strong>Wraith Spider Large:</strong> ?</p><p><strong>Wraith Spider Huge:</strong> ?</p><p><strong>Keening Spirit:</strong> ?</p><p><strong>Silveraith:</strong> ?</p><p><strong>Zin-Carla:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20031004a" target="_blank">Forgotten Realms Underdark Web Enhancement Organizations of the Underdark:</a>[spoiler]</p><p><strong>Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20031024a" target="_blank">Forgotten Realms Underdark Web Enhancement Underdark Dungeons:</a>[spoiler]</p><p><strong>Death, Dread Wraith:</strong> ?</p><p><strong>Disease, Mummy Monk 7:</strong> ?</p><p><strong>Yureck, Nightcrawler:</strong> ?</p><p></p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/wn/20041201a?affiliate_id=17596" target="_blank">Forgotten Realms Wyrms of the North By Dragons Ruled and Divided:</a>[spoiler]</p><p><strong>Daurgothoth, The Creeping Doom, Black Great Wyrm Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/wn/20040310a?affiliate_id=17596" target="_blank">Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death":</a>[spoiler]</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Sea Zombie:</strong> ?</p><p><strong>Iniarv, Lich:</strong> ?</p><p><strong>Chardansearavitriol, "Ebondeath", Old Black Dracolich:</strong> The dragon had actually heeded the entreaties of Strongor Bonebag, a charismatic Priest of Myrkul with ties to the Cult of the Dragon, and been transformed into a dracolich.</p><p>On their own, the brothers unearthed a collection of dark sermons probably written by Strongor Bonebag. Reading these sermons (which they've kept secret from the Cult), they've come to believe Chardansearavitriol underwent a process different from that which the Cult uses to create most dracoliches.</p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Undead:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter.</p><p>Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows).</p><p>Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters.</p><p><strong>Ghoul:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter.</p><p><strong>Skeleton:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter.</p><p><strong>Zombie:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20040730a" target="_blank">Planar Handbook Web Enhancement Planar Touchstones:</a>[spoiler]</p><p><strong>Balor Skeleton:</strong> ?</p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Elite Vampire Half-Elf Monk/Shadowdancer 13:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060217a" target="_blank">Red Hand of Doom Web Enhancement Creature Appendix:</a>[spoiler]</p><p><strong>Ghost Dire Lion:</strong> ?</p><p><strong>Ghost Brute Lion:</strong> ?</p><p><strong>The Ghostlord, Human Lich Druid6/Blighter 5:</strong> ?</p><p></p><p><strong>Lesser Bonedrinker:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20030824a" target="_blank">Savage Progressions Gaining a Template Midcampaign:</a>[spoiler]</p><p><strong>Vampire:</strong> "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken.</p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20040117a" target="_blank">Savage Progressions Ghost and Werewolf Template Classes:</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace.</p><p>"Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20031212a" target="_blank">Savage Progressions Lich and Weretiger Template Classes:</a>[spoiler]</p><p><strong>Lich:</strong> The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur.</p><p>To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed.</p><p>Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class.</p><p>For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th.</p><p>The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items.[/spoiler]</p><p></p><p>[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>3.5 2nd Party[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596" target="_blank">Bestiary of Krynn Revised:</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason.</p><p><strong>Ankholian Undead:</strong> Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow.</p><p>Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich.</p><p>“Ankholian undead” is an acquired template that can be added to any corporeal undead creature.</p><p>The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template.</p><p><strong>Ankholian Owlbear Zombie:</strong> ?</p><p><strong>Ankholian Zombie:</strong> Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds.</p><p><strong>Daemon Warrior:</strong> Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss.</p><p><strong>Knight Haunt:</strong> Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life.</p><p>Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably.</p><p><strong>Remnant:</strong> Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them.</p><p>Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains.</p><p><strong>Shadow Wight:</strong> A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits.</p><p><strong>Frost Wight:</strong> ?</p><p><strong>Undead Beast:</strong> Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor.</p><p>Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><em>Create Undead Beast</em> spell.</p><p><strong>Undead Beast Stahnk:</strong> Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><strong>Undead Beast Gholor:</strong> ?</p><p><strong>Witchlin:</strong> Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins.</p><p>Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead.</p><p>“Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger.</p><p>An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin.</p><p><strong>Witchlin Kagonesti Elf Ranger 4:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p><strong>Witchlin Elk Animal Companion:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p></p><p><strong>Undead:</strong> Child of Chemosh Improved Create Spawn ability.</p><p>Child of Chemosh Greater Create Spawn ability.</p><p><strong>Allip:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.</p><p><strong>Devourer:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Ghost:</strong> Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued.</p><p><strong>Lich:</strong> Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh.</p><p><strong>Mohrg:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Shadow:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.</p><p><strong>Zombie:</strong> Child of Chemosh Greater Create Spawn ability.</p><p></p><p>Create Undead Beast</p><p>Necromancy [Evil]</p><p>Level: Clr 8 (Chemosh)</p><p>Components: V, S, M, DF</p><p>Casting Time: 2 hours</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: See text</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord.</p><p>Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses.</p><p></p><p>Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh.</p><p>Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.</p><p></p><p>Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above.</p><p>Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596" target="_blank">Dangerous Denizens The Monsters of Tellene:</a>[spoiler]</p><p><strong>Eaten One:</strong> created from fallen heroes who have been partially consumed by oozes or other hideous creatures.</p><p><strong>Hound of Ill-Omen:</strong> ?</p><p><strong>Mummy Blood Hijarjany:</strong> The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk).</p><p><strong>Mummy Heretic Ghoskinjany:</strong> These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living.</p><p><strong>Mummy Noble Shojarijany:</strong> The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period.</p><p><strong>Mummy Rattlebon Thinchejany:</strong> ?</p><p><strong>Mummy Royal Shijarinjany:</strong> ?</p><p><strong>Mummy Servitor Jhurijany:</strong> Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Reliqus:</strong> The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign.</p><p><strong>Rusalka:</strong> Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide.</p><p>Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood.</p><p>The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar.</p><p><strong>Sheet Phantom:</strong> Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death.</p><p>No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his</p><p>work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work.</p><p>The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in.</p><p>Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be.</p><p><strong>Sheet Ghoul:</strong> If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days.</p><p><strong>Swordwraith Skarrnid:</strong> Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents.</p><p><strong>Treant Undead:</strong> The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self.</p><p>Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees.</p><p>Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire.</p><p></p><p><strong>Skeleton:</strong> A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler]</p><p></p><p>Denizens of Dread:</p><p>[spoiler]</p><p><strong>Akikage (Shadow Assassin):</strong> Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim.</p><p><strong>Ancient Dead:</strong> Created by the ritual preservation of a corpse and animated by dark magic.</p><p>“Ancient Dead” is a template that can be applied to any living creature.</p><p><strong>Animator:</strong> Animator is an acquired template that can be added to any nonmagical object.</p><p><strong>Arayashka (Snow Wraith):</strong> Arayashka are the souls of people who were killed by an arayashka.</p><p>Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm.</p><p><strong>Bastellus (Dream Stalker):</strong> Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days.</p><p><strong>Bat Skeletal Bat:</strong> ?</p><p><strong>Boneless:</strong> First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse.</p><p>“Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton.</p><p><strong>Bowlyn:</strong> Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea.</p><p><strong>Cat Crypt:</strong> ?</p><p><strong>Cloaker Dread Undead:</strong> Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead.</p><p><strong>Corpse Candle:</strong> Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers.</p><p><strong>Crimson Bones:</strong> Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual.</p><p>Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance.</p><p><strong>Geist:</strong> Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.</p><p>“Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger.</p><p><strong>Bussengeist:</strong> Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.</p><p><strong> Poltergeist:</strong> Beings that become poltergeists often died in scenes of great violence and emotional turmoil.</p><p><strong>Ghoul Lord:</strong> Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead.</p><p>“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed.</p><p><strong>Spectral Hag:</strong> A spectral hag arises when a hag dies during an evil ceremony.</p><p>“Spectral Hag” is an acquired template that can be added to any hag.</p><p><strong>Hound Dread Phantom Hound:</strong> Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.</p><p><strong>Hound Dread Carcass Hound:</strong> Carcass hounds are zombielike, mindless animated corpses.</p><p><strong>Jolly Roger:</strong> A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea.</p><p><strong>Lebentod:</strong> Lebendtod are a dangerous form of undead first created by the necromancer Meredoth.</p><p>“Lebendtod” is An acquired template that can be added to any humanoid creature.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod.</p><p><strong>Lich Elemental:</strong> “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p><strong>Mist Ferryman:</strong> A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever.</p><p>If an afflicted victim dies of ferryman's rot, her skin flakes away into</p><p>dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists.</p><p><strong>Mist Horror:</strong> Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain.</p><p>Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem.</p><p>“Mist horror” is a template that can be applied to any living creature.</p><p><strong>Odem:</strong> Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts.</p><p><strong>Death's Head Tree Death's Head:</strong> When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.”</p><p><strong>Undead Treant:</strong> Thoroughly corrupted by evil in life, many</p><p>dread treants assumed a vampiric existence in death.</p><p><strong>Radiant Spirit:</strong> Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest.</p><p><strong>Remnant Aquatic:</strong> Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death.</p><p><strong>Rushlight:</strong> The rushlight is created from the spirit of an evil creature who has been burned alive.</p><p><strong>skeleton Pyroskeleton:</strong> Created from the skeletons of murdered humanoids.</p><p>The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant.</p><p><strong>Skeleton Strahd Skeleton:</strong> Animated by Barovia's darklord.</p><p>Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown.</p><p><strong>Skeleton Strahd's Skeletal Steed:</strong> Strahd’s skeletal steeds are</p><p>the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia.</p><p><strong>Spirit Waif:</strong> A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane.</p><p><strong>Valpurleiche (Hanged Man):</strong> The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence.</p><p><strong>Vampire Chiang-Shi:</strong> If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu:</strong> If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu Cerebral vampire:</strong> Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p><strong>Vampire Vrykolaka:</strong> If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice.</p><p><strong>Vampire Dwarven Vampire:</strong> If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit.</p><p><strong>Vampire Elven Vampire:</strong> If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD.</p><p><strong>Vampire Gnome Vampire:</strong> To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Halfling Vampire:</strong> A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD.</p><p><strong>Wight Dread:</strong> Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds.</p><p>Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds.</p><p><strong>Wight Dread Greater:</strong> Any giant slain by a greater dread wight becomes a greater dread wight.</p><p><strong>Zombie Cannibal:</strong> An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie.</p><p><strong>Zombie Desert:</strong> The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies.</p><p><strong>Zombie Mud:</strong> Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs.</p><p><strong>Zombie Sea:</strong> ?</p><p><strong>Zombie Strahd:</strong> Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses.</p><p><strong>Zombie Fog:</strong> ?</p><p><strong>Fog Cadaver:</strong> The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points.</p><p><strong>Zombie Lord:</strong> Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord.</p><p>“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.</p><p></p><p><strong>Ghast:</strong> If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast.</p><p><strong>Ghost:</strong> Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal.</p><p>“Ghost” is an acquired template that can be applied to any living creature.</p><p><strong>Skeleton:</strong> A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice.</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn.</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial.</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial.</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD.</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD.</p><p><strong>Zombie:</strong> Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later.</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea.</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies.</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command.</p><p></p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/179988/Deadly-Trappings?affiliate_id=17596" target="_blank">Deadly Trappings</a>[spoiler]</p><p><strong>Maladren, Malagren, Garamen Sparkfinger, Gnome Lich:</strong> ?</p><p><strong>Gramagorda, Lich:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/81826/Trove-of-Treasure-Maps?affiliate_id=17596" target="_blank">Trove of Treasure Maps</a>[spoiler]</p><p><strong>Lucky Bob, Spectre:</strong> Lucky Bob was a well-known pirate who ravaged the sea lanes for many years. While robbing merchant vessels was profitable, Lucky Bob grew weary of the ordinary booty of trade goods available to him on the high seas. He plundered his share of merchant goods, arms and supplies over the years but he longed for that one big haul that would make him rich and let him retire to an easy life.</p><p>His greed and rumors of great treasure convinced him to travel inland to the Village of Golain. Golain was home to the Feerino family, who reputedly had a collection of fabulous jewels. Thus, he and his accomplice, Sal "Cutthroat" Sonog set out to Golain to begin their career as burglars. Golain was a tiny but well defended village that had a wooded wall surrounding it with several guard towers overlooking the homes and the surrounding land.</p><p>After staying at an inn in Golain for several days while they cased the home of the Feerino family, they concluded that it was too well defended to risk an ordinary break-in – the Feerinos maintained a large number of mercenary guards to man their towers and walls. But Lucky Bob’s partner in crime, Sonog, had an idea: if they could create a diversion, they could distract the family and the guards and he and Bob could sneak in to grab the jewels. This diversion had to be something big; some enormous spectacle that would draw everyone out of the Feerino mansion.</p><p>That was when Lucky Bob and Sonog decided to set fire to the farmer’s market on the east side of town. If the fire could be made large and impressive enough, every able-bodied hand in the village would be called into the bucket brigade, leaving the jewels unguarded.</p><p>Their plan worked. In fact, it worked so well that they obtained the Feerino jewels without so much as raising a sword. Unfortunately, their fire rampaged out of control. Many lives were lost as the conflagration consumed the entire village and much of the surrounding forest.</p><p>The unanticipated mass destruction presented a problem for the thieves. Surely refugees from the village would begin an exodus to neighboring settlements. They would likely seek shelter in the coastal Town of Tairid near where Lucky Bob’s pirate crew lay in wait for the return of their captain. The Golain disaster would bring a significant number of authorities sniffing around and that was the last thing the two men needed. So they decided to head further inland to lay low until the coast was clear. They fled to the tiny village of Terinoot.</p><p>What Lucky Bob and Sonog failed to realize was that the Feerino jewels bore a curse. This curse drove many of those who possessed the jewels over the years mad. For Lucky Bob and Sonog, already considered not entirely stable by many, this process progressed very quickly.</p><p>On the way to the village of Terinoot, the men passed through a forest of palm trees as the landscape became dryer. There, the strange birds in the trees seemed to heckle them with calls of "Lucky Bob, caw, not so lucky! Caw!" In the men’s minds the bizarre avians repeated this over and over, each time it grew louder and louder. When the men arrived in Terinoot, they could still hear the voices of the birds in their minds. "Lucky Bob, caw, not so lucky! Caw!" It was as if the birds were laughing at them.</p><p>They rented a room at an inn called the Sailor’s Last Bunk and nervously made plans to free themselves of their predicament. The men planned to hide the jewels and lay low, hoping that the incessant laughing of the birds in their heads would fade when the birds lost interest. Once free of the avian mockery, they would to return later with a magic-user or cleric who could dispel the supernatural forces that were surely at work here.</p><p>The men investigated the cellar of the inn for a good place to hide their booty. There in the cellar they found a stone cover over an old abandoned well. In years past, the inhabitants of the inn used the well for both water and brewing. But over time the well became fouled by excessive iron ore deposits in the surrounding rock and the water (and more importantly the beer) became rust colored and foul to the taste. Thus, the well was abandoned. The pirates climbed into the well and buried Lucky Bob’s prize in the wall of the well behind loose stones.</p><p>The ill-fated pair tried to retire for the night but neither of them slept soundly. They continued tossing and turning to the laughing of the birds in their heads and the mantra, "Lucky Bob, caw, not so lucky! Caw". The next morning the men set out to return to their ship.</p><p>By the time the men had reached the forest of the birds, Lucky Bob began blaming his companion for the maddening sounds. In a fit of insanity, he struck out at Sonog hoping to make the noises stop. By this time, Sonog too had begun to mistrust Lucky Bob and this attack pushed him over the edge. The two men struggled and Sonog bludgeoned Lucky Bob to death with a stone, shouting out all the while, "Lucky Bob, caw, not so lucky! Caw".</p><p>With the voices still in his head and Sonog fully gripped by the insanity of the curse of the Feerino jewels, he saw the blood and gore that spilled out of Lucky Bob’s remains and began to consume his former shipmate. As he tore into the flesh he was overjoyed to find that this grisly act began to quiet the voices in his head. With a renewed vigor he stripped the body to the bone hoping it would quell the voices permanently. Once his mind was quiet, he came to his senses and confronted the ever-growing horror of what he had done.</p><p></p><p><strong>Shadow:</strong> ?</p><p><strong>Skarrnid Swordwraith:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Swordwraith:</strong> ?</p><p><strong>Skeleton:</strong> By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.</p><p><strong>Zombie:</strong> By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/54438/Villain-Design-handbook?affiliate_id=17596" target="_blank">Villain Design Handbook</a>[spoiler]</p><p><strong>Avildar, Great Wraith:</strong> Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30).</p><p>To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all.</p><p>First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates.</p><p>The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar.</p><p>Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250.</p><p><strong>Guraah, Self-Willed Ghoul:</strong> Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows:</p><p>First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle.</p><p>At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse.</p><p>Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500.</p><p><strong>Kyseth, Great Mummy:</strong> The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them.</p><p>It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned.</p><p>However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed.</p><p>Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago.</p><p><strong>Reliqus, Galanam:</strong> Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below).</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.</p><p>Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.</p><p><strong>Vostarr, Barrowman, Wight:</strong> Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells.</p><p>At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls.</p><p>The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr.</p><p>Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750.</p><p>It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster.</p><p><strong>Xenoa, Smart Zombie:</strong> Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.</p><p>Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.</p><p><strong>Esmaran, Elven Vampire Necromancer 13:</strong> ?</p><p><strong>Puramal, Human Ghost Fighter 4:</strong> A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend.</p><p>Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from.</p><p><strong>Terrus Dyrn, Lich Sorcerer 18:</strong> The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this.</p><p></p><p><strong>Undead:</strong> As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead.</p><p>Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity.</p><p>On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead.</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting.</p><p>As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.)</p><p>Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable.</p><p>Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25.</p><p><strong>Ghost:</strong> Ghostmaker magic weapon.</p><p><strong>Lich:</strong> Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich.</p><p>The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers.</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Becoming a Lich</p><p>To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object.</p><p>Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.)</p><p>The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.)</p><p>THE FINAL STEP TO LICHDOM</p><p>Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead.</p><p>The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days.</p><p>A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM).</p><p>Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP.</p><p><strong>Vampire:</strong> Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain.</p><p>One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25).</p><p>The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients</p><p>for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp.</p><p>The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth).</p><p>Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger.</p><p>After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion.</p><p>The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony.</p><p>Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200.</p><p><strong>Allip:</strong> ?</p><p><strong>Zombie:</strong> Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead.</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p><strong>Skeleton:</strong> Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa.</p><p><strong>Wraith:</strong> Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds.</p><p><strong>Ghoul:</strong> Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation.</p><p><strong>Wight, Undead Thrall:</strong> Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life.</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> <em>Shadow Touch</em> spell.</p><p><strong>Vampire Spawn:</strong> A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.</p><p>Vampiric Armor magic armor.</p><p></p><p>SHADOW TOUCH</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Sor/Spl/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Duration: 3 rounds + 1 round per level</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss.</p><p></p><p>Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake.</p><p>Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp.</p><p></p><p>Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide).</p><p>However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras.</p><p>On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh.</p><p>Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed.</p><p>A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.</p><p>Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>3.5 3rd Party[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&affiliate_id=17596" target="_blank">Advanced Bestiary:</a>[spoiler]</p><p><strong>Blood Knight:</strong> Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer.</p><p>“Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood</p><p>Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form.</p><p>The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights.</p><p>Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds.</p><p><strong>Morden Thrallhammer:</strong> Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died.</p><p><strong>Dread Allip:</strong> Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.</p><p>“Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.</p><p>A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.</p><p><strong>Dread Allip Spirit Naga:</strong> ?</p><p><strong>Dread Bodak:</strong> Bodaks are extraplanar undead created when living beings are touched by ultimate evil.</p><p>A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.</p><p>“Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell.</p><p>Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds.</p><p><strong>Dread Bodak Tyrannosaurus:</strong> ?</p><p><strong>Dread Devourer:</strong> Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects.</p><p>“Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.</p><p><strong>Dread Devourer Purple Worm:</strong> ?</p><p><strong>Dread Ghast:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.</p><p>The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.</p><p>“Dread ghast” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time.</p><p><strong>Dread Ghast Gnoll:</strong> ?</p><p><strong>Dread Ghost:</strong> Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts.</p><p>“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</p><p><strong>Dread Ghost Medusa:</strong> “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</p><p><strong>Dread Ghoul:</strong> Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive.</p><p>“Dread ghoul” is an acquired template that can be added to any living creature.</p><p>In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time.</p><p><strong>Dread Ghoul Frost Giant:</strong> ?</p><p><strong>Dread Lacedon:</strong> Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.</p><p>“Dread lacedon” is an acquired template that can be added to any living creature.</p><p>In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time.</p><p><strong>Dread Lacedon Cachalot Whale:</strong> ?</p><p><strong>Dread Lich: </strong>Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.</p><p>“Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.</p><p>Only a willing evil creature can become a dread lich.</p><p>An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed.</p><p>Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.</p><p><strong>Dread Lich Titan:</strong> The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path.</p><p><strong>Dread Mohrg:</strong> Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.</p><p>“Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines.</p><p><strong>Dread Mohrg Seven Headed Cryohydra:</strong> Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans.</p><p><strong>Dread Mummy:</strong> “Dread mummy” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy.</p><p><strong>Dread Mummy Harpy:</strong> ?</p><p><strong>Dread Shadow:</strong> Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures.</p><p>“Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.</p><p><strong>Dread Shadow Achaierai:</strong> ?</p><p><strong>Dread Skeleton:</strong> “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.</p><p><strong>Dread Skeleton Blink Dog:</strong> ?</p><p><strong>Dread Spectre:</strong> Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death.</p><p>“Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.</p><p>Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.</p><p><strong>Dread Spectre Nymph:</strong> ?</p><p><strong>Dread Wight:</strong> Dread wights are the animate remains of creatures that were terribly violent and hateful in life.</p><p>“Dread wight” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.</p><p><strong>Dread Wight Gargoyle:</strong> ?</p><p><strong>Dread Vampire:</strong> “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death.</p><p><strong>Dread Vampire Night Hag:</strong> ?</p><p><strong>Dread Wraith Sovereign:</strong> “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.</p><p>Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign.</p><p><strong>Dread Wraith Sovereign Trumpet Archon:</strong> When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate.</p><p><strong>Dread Zombie:</strong> Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.</p><p>“Dread zombie” is an acquired template that can be added to any living creature.</p><p>Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds.</p><p><strong>Dread Zombie Aasimar:</strong> ?</p><p><strong>Negative-Energy-Charged Creature:</strong> Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence.</p><p>“Negative-energy-charged creature” is an acquired template that can be added to any undead creature.</p><p><em>Empower Undead</em> spell</p><p><strong>Negative-Energy-Charged Wight:</strong> ?</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Nightmare Creature Undead:</strong> Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures.</p><p><strong>Poltergeist:</strong> A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.</p><p>“Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.</p><p><strong>Dread Poltergeist:</strong> ?</p><p><strong>Athach Poltergeist:</strong> ?</p><p><strong>Alternate Sonic Creatures: </strong>Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing.</p><p><strong>Changed Swamp Lord Template:</strong> ?</p><p></p><p><strong>Ghoul:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life.</p><p><strong>Ghast:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.</p><p><strong>Shadow: </strong>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.</p><p><strong>Spectre:</strong> Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death.</p><p><strong>Wight:</strong> Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Dread Wraith:</strong> Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Any creature killed by a dread mohrg rises as a zombie in 1d4 days.</p><p></p><p><em>Empower Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Undead creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants.</p><p>Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/679/Anger-of-Angels?affiliate_id=17596" target="_blank">Anger of Angels</a>[spoiler]</p><p><strong>Vrykolaka:</strong> Vrykolakas are created when a fiend possesses the corpse of an evil person and animates it.</p><p>“Vrykolaka” is an acquired template that you can add to any humanoid creature.</p><p>A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer).</p><p><strong>Nikolos, Human Vrykoloaka Aristocrat 2:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596" target="_blank">Bane Ledger I :</a>[spoiler]</p><p><strong>Angiaks:</strong> During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen.</p><p>The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.</p><p><strong>Bay-kok:</strong> ?</p><p><strong>Civatateo:</strong> When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo.</p><p><strong>Impundulu:</strong> Necromancers create these fell creatures to be both servants and lovers.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19876/Behind-the-Spells-Animate-Dead?affiliate_id=17596" target="_blank">Behind the Spells: Animate Dead:</a>[spoiler]</p><p><strong>Kritak Gnoll Lich:</strong> Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded.</p><p>After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon showed itself. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, perhaps a year, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost.</p><p>The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich.</p><p></p><p><strong>Skeleton:</strong> <em>Corpse Soldiers</em> spell.</p><p>Animating weapon quality.</p><p><strong>Zombie:</strong> <em>Corpse Soldiers</em> spell.</p><p>Animating weapon quality.</p><p></p><p>VARIANT SPELL:</p><p>Corpse Soldiers</p><p>As the spell animate dead with the following exceptions.</p><p>Level: Clr 5, Death 5, Sor/Wiz 5</p><p>Casting Time: 10 minutes</p><p>Range: 300-ft.-radius, centered on you</p><p>Target: Any whole corpse in range</p><p>The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls.</p><p>Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time.</p><p></p><p>Animating</p><p>If a weapon with this quality inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). The created undead is under direct control of the weapon wielder as per the animate dead spell. The maximum Hit Dice worth of undead that can be controlled through the weapon is 36. This number is cumulative with undead controlled by any other means.</p><p>Moderate necromancy; CL 9th; Craft Magic Arms and Armor, animate dead, creator must be evil; Price +3 bonus.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596" target="_blank">Bestiary Malfearous:</a>[spoiler]</p><p><strong>Death Beater:</strong> It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents.</p><p><strong>Ghargoyle:</strong> The ghargoyle is a horrid construct created by necromantic wizards as guardians.</p><p>It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body.</p><p>Caster Level 9; craft construct; <em>Animate Dead</em>, <em>Confusion</em>, <em>Enervation</em>, <em>Geas/Quest</em>; Price: 15,000 gp; Cost: 8,000 gp + 320 XP.</p><p><strong>Karrock:</strong> The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock.</p><p><strong>Keeper:</strong> Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers.</p><p>It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost.</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Human Warrior Zombie:</strong> ?</p><p><strong>Cloud Gant Skeleton:</strong> ?</p><p><strong>Living Dead:</strong> The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p>It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead.</p><p><strong>Living Dead Human Commoner:</strong> Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p><strong>Living Dead Plaguebearer:</strong> ?</p><p><strong>Living Dead Lord of Disease:</strong> ?</p><p><strong>Redbones:</strong> Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation.</p><p>Redbones are created with the use of a special spell.</p><p>Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret.</p><p><em>Redifre Death</em> spell</p><p><strong>Skeleking:</strong> Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them.</p><p>A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator.</p><p>Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell <em>Create Greater Undead</em> and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster.</p><p>According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold.</p><p>Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One.</p><p><strong>Skeleking Duke:</strong> This skeleking is formed from the body of a fallen warrior of good.</p><p><strong>Skeleking Baron:</strong> ?</p><p><strong>Skeleking Warrior-King:</strong> ?</p><p><strong>Skulleon:</strong> A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it.</p><p>Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near.</p><p></p><p><strong>Skeleton:</strong> Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated.</p><p></p><p><em>Redfire Death</em></p><p>Necromancy (Evil, Fire)</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Short (25 ft. +5 ft./2 levels)</p><p>Area: 20-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure.</p><p>Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD).</p><p>You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596" target="_blank">Blackdirge's Dungeon Denizens:</a>[spoiler]</p><p><strong>Ash Guardian:</strong> The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire.</p><p><strong>Bone Swarm:</strong> A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm.</p><p><strong>Flayed Horror:</strong> The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror.</p><p><strong>Lichling:</strong> Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Possessed Object:</strong> Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession.</p><p>Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object.</p><p>“Possessed object” is an acquired template that can be added to any construct without an Intelligence score.</p><p><strong>Scourging Corpse:</strong> A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete.</p><p>“Scourge corpse” is an acquired template that can be added to any humanoid.</p><p><strong>Shambling Skullpiles:</strong> A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form.</p><p><strong>Doomtwitch Zombie:</strong> Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process.</p><p>“Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596" target="_blank">Book of Fiends:</a>[spoiler]</p><p><strong>Skulldugger:</strong> Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath.</p><p>Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.</p><p><strong>Vessel of Orcus:</strong> Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.</p><p><strong>Necro-Ripper:</strong> In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil.</p><p><strong>Exiled:</strong> Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves.</p><p>“Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.</p><p><strong>Jalie Squarefoot The Lich Fiend:</strong> Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one.</p><p>Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596" target="_blank">Book of Templates Deluxe 3.5:</a> [spoiler]</p><p><strong>Corpse Vampire:</strong> Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly.</p><p>“Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a</p><p>corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Gnoll Corpse Vampire:</strong> ?</p><p><strong>Dessicated:</strong> Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated.</p><p>“Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze.</p><p><em>Create Undead </em>spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Duneshambler:</strong> ?</p><p><strong>Fleshbound Vampire: </strong>Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood.</p><p>“Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours.</p><p>An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night.</p><p>As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases.</p><p>An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Greater Undead</em> spell</p><p><strong>Pavil:</strong> A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy.</p><p><strong>Paleoskeleton:</strong> Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.</p><p>Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains.</p><p><em>Animate Paleoskeleton</em> spell</p><p><strong>Triceratops Paleoskeleton:</strong> ?</p><p><strong>Skinhusk:</strong> An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil.</p><p>“Skinhusk” is a template that can be added to any living creature that has a skin.</p><p>Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead </em>spell</p><p><strong>Dire Bear Skinhusk:</strong> ?</p><p><strong>Terror Vampire:</strong> “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p><em>Create Greater Undead </em>spell</p><p><strong>Terror Vampire Spawn:</strong> A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise.</p><p>A humanoid or monstrous humanoid with 5 or fewer</p><p>Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p>Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice.</p><p>A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise.</p><p>A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p>Create Greater Undead spell</p><p><strong>Terror Harpy:</strong> A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p><strong>True Mummy:</strong> The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death.</p><p>“True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant.</p><p>A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here.</p><p>The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing.</p><p>Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level.</p><p>The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p><strong>Desecrated True Mummy:</strong> Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p>If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template.</p><p><strong>Kaminheni the Traveler:</strong> Though her true name is known only to her, it is rumored</p><p>the Traveler was once a princess—one gifted with the final power of eternal life.</p><p><strong>Exoskeleton:</strong> The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones.</p><p><strong>Greater Undead:</strong> Greater undead can be created using the versions of create undead or create greater undead found in this book.</p><p><strong>Greater Skeleton:</strong> Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Greater Zombie:</strong> Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Hardened:</strong> Hardened undead are corporeal undead specially treated to be tougher and more resilient.</p><p>Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant.</p><p><strong>Hardened Skinhusk:</strong> A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p><strong>Variant Vampire Spawn: </strong>A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p>Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice.</p><p><strong>Alternative Vampire Spawn:</strong> Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><strong>Incorporeal Undead:</strong> Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body.</p><p></p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces.</p><p><strong>Skeleton: </strong>Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does.</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice.</p><p><strong>Vampire:</strong> If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Spawn:</strong> A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p></p><p><em>Animate Paleoskeleton</em></p><p>Necromancy</p><p>Level: Animal 8, druid 7, shaman 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One set of fossils</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template.</p><p>Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 7, Death 7, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/browse/pub/792/Unicorn-Rampant-Publishing/subcategory/3843_4603/Claw---Claw---Bite--Magazine?affiliate_id=17596" target="_blank">Claw Claw Bite:</a>[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/25710/Claw---Claw---Bite--Issue-2?affiliate_id=17596" target="_blank">Claw Claw Bite 2:</a>[spoiler]</p><p><strong>Lux Cathcart, Butler and Restless Soul, human Aristocrat 7 ghost:</strong> Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelry and coming to Onuago where he intended to use the money from the jewelry to start a new life elsewhere with his sweetheart who lives in east Onuago.</p><p>Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to Onuago, he became feverish and died shortly after arriving at the inn.</p><p>Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25709/Claw---Claw---Bite--Issue-3?affiliate_id=17596" target="_blank">Claw Claw Bite 3:</a>[spoiler]</p><p><strong>Baron Von Stieglitz, Wight Fighter 7, Rogue 2:</strong> The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight.</p><p>In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.</p><p></p><p><strong>Undead:</strong> The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Mummy:</strong> This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them.</p><p><strong>Wight:</strong> Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law.</p><p>They have been haunted by their faded family name, and have withered into wights like their corrupt descendant.</p><p>Any humanoid slain by the Baron becomes a wight in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25707/Claw---Claw---Bite--Issue-5?affiliate_id=17596" target="_blank">Claw Claw Bite 5:</a>[spoiler]</p><p><strong>Hungry Plant:</strong> The plants are undead, having consumed the haunted souls of the living.</p><p>The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered.</p><p></p><p><strong>Undead:</strong> The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50161/Claw---Claw---Bite--Issue-7?affiliate_id=17596" target="_blank">Claw Claw Bite 7:</a>[spoiler]</p><p><strong>Creeping Vine:</strong> ?</p><p><strong>Death Root:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50160/Claw---Claw---Bite--Issue-8?affiliate_id=17596" target="_blank">Claw Claw Bite 8:</a>[spoiler]</p><p><strong>Zombie Ettin:</strong> In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.</p><p>These zombie ettin have been reanimated by ettin priests.</p><p><strong>Root of All Evil:</strong> A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50501/Claw---Claw---Bite--Issue-9?affiliate_id=17596" target="_blank">Claw Claw Bite 9:</a>[spoiler]</p><p><strong>Drop Vine:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51668/Claw---Claw---Bite--Issue-10?affiliate_id=17596" target="_blank">Claw Claw Bite 10:</a>[spoiler]</p><p><strong>Spider Zombie:</strong> Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights</p><p><strong>Spider Ghoul:</strong> ?</p><p><strong>Spider Wight:</strong> ?</p><p><strong>Spider Ghost:</strong> Also creepy, usually after these spider zombies pass from undeadness, they become ghost spiders.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55412/Claw---Claw---Bite--Issue-12?affiliate_id=17596" target="_blank">Claw Claw Bite 12:</a>[spoiler]</p><p><strong>Faduardo Gantonin, Human Lich Wizard 3, Cleric 3, Mystic Theurge 10, Crafting Artificer 2:</strong> Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57435/Claw---Claw---Bite--Issue-14?affiliate_id=17596" target="_blank">Claw Claw Bite 14:</a>[spoiler]</p><p><strong>Shadow Swarm:</strong> ?</p><p><strong>Thoul:</strong> A Thoul is a troll which has become a ghoul.</p><p></p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.[/spoiler]</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596" target="_blank">Complete Book of Denizens:</a> [spoiler]</p><p><strong>Aszevara:</strong> Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering.</p><p>The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost.</p><p>“Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.</p><p>When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise.</p><p>The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys.</p><p>The mistji had failed.</p><p>But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy.</p><p><strong>Bhorloth Raging Spirit:</strong> The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p>Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world.</p><p><strong>Flame Servant:</strong> Born from dark necromancy, flame servants are tools of violence and hatred.</p><p>Every flame servant is created by a spellcaster to complete a particular task.</p><p>The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp.</p><p>Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.</p><p>A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP.</p><p><strong>Flame Soul:</strong> Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact.</p><p>During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge.</p><p>Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light.</p><p>The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Magickin Necromantos:</strong> The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type.</p><p><strong>Malison:</strong> A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god.</p><p>The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison.</p><p><strong>Soulless One:</strong> Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p>In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants.</p><p><strong>Swallowed:</strong> The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master.</p><p>When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness.</p><p>Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><em>Bind Vohrahn Spell</em></p><p>After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.</p><p>The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life.</p><p></p><p><strong>Ghost:</strong> The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.</p><p><strong>Wight:</strong> After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.</p><p><strong>Zombie:</strong> After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596" target="_blank">Complete Guide to Liches:</a>[spoiler]</p><p><strong>Dracolich:</strong> Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level.</p><p>A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it.</p><p>Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.</p><p><strong>Drowlich:</strong> The creation process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence.</p><p><strong>Novalich:</strong> A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches.</p><p><strong>Philolich:</strong> When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own.</p><p>Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster.</p><p>The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it.</p><p>Failed rituals to create a philolich instead create a semi-lich.</p><p><strong>Semi-Lich:</strong> The result of a failed attempt to become a lich.</p><p>Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich.</p><p>If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>Failed rituals to create aphilolich instead create a semi-lich.</p><p>It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body.</p><p><strong>Warlich:</strong> Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead.</p><p><strong>Lichling:</strong> Imbued with the essence of a lich.</p><p>Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><em>Animate Lichling</em> spell.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Demi-Lich:</strong> The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich.</p><p></p><p><strong>Lich:</strong> To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil.</p><p>Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal.</p><p>No one knows for certain how the first liches came to be.</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood.</p><p>The creation of a lich requires a willing, living subject.</p><p>The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required.</p><p>In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.</p><p>The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.</p><p>Spellcasting: Caster level 11</p><p>Feats: Craft Wondrous Item</p><p>The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.</p><p>Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.</p><p>Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.</p><p>With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.</p><p>The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.</p><p>Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.</p><p>The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.</p><p>The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages.</p><p><strong>Skeleton:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p><strong>Wight:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p></p><p><em>Animate Lichling</em></p><p>Necromancy [Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: 1 or more pile of bones touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead.</p><p>Animate lichling can only be cast by a spellcaster who has successfully created a phylactery.</p><p>Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting.</p><p></p><p><em>Join the Soul</em></p><p>Necromancy [Evil]</p><p>Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 30 minutes</p><p>Range: Touch</p><p>Target: Personal or creature touched, and</p><p>prepared phylactery</p><p>Duration: Instantaneous then 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally.</p><p>If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity.</p><p></p><p><em>Puppets of Death</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 50 ft.</p><p>Area: 50 ft. radius emanation, centered on the caster</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596" target="_blank">Complete Guide to Vampires:</a>[spoiler]</p><p><strong>Inferno Vampire:</strong> The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared.</p><p>Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal).</p><p>If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days.</p><p><strong>Lymphatic Vampire:</strong> About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires.</p><p>The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations.</p><p>A lymphatic vampire’s spawn are also lymphatic vampires.</p><p><strong>Magebane Vampire:</strong> Magebane vampires come into existence when powerful magic users become vampires.</p><p>The character must be turned into a vampire by another magebane vampire who has the create spawn ability.</p><p>If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.)</p><p><strong>Moglet Vampire:</strong> Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements.</p><p>A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged.</p><p>If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days.</p><p><strong>Sukko Vampire:</strong> The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal).</p><p>If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days.</p><p></p><p><strong>Vampire:</strong> The vampire is a powerful undead monster that spawns its own followers from living humans.</p><p>Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires.</p><p>When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596" target="_blank">Complete Minions:</a></p><p>[spoiler]<strong>Bone Sovereign:</strong> Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity.</p><p>When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain.</p><p><strong>Cacogen:</strong> The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil, and obsessed with restoring itself to its former glory.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there, and is typically evil.</p><p><strong>Ka Spirits:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates.</p><p>In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death.</p><p><strong>Undead Warlord:</strong> This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal.</p><p><strong>Wraith Skin:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p></p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p><strong>Zombie:</strong> Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596" target="_blank">Creature Collection Revised:</a>[spoiler]</p><p><strong>Alley Reaper:</strong> An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world.</p><p><strong>Bottle Imp:</strong> Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals.</p><p><strong>Carnival Crewes Necromantic Golem:</strong> Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones.</p><p><strong>Chardun-Slain:</strong> The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives.</p><p><strong>Fleshcrawler:</strong> Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.</p><p><strong>Golem Bone:</strong> Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check.</p><p>CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp</p><p><strong>Ice Haunt:</strong> Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly.</p><p>Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh.</p><p><strong>Inn Wight:</strong> Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.</p><p><strong>Marrow Knight:</strong> These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust.</p><p><strong>Memory-Eater:</strong> Creatures slain by a memory-eater rise in 1d6 days as a memory-eater.</p><p><strong>Mistwalker:</strong> ?</p><p><strong>Slarecian Ghoul:</strong> There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them.</p><p><strong>Slarecian Shadowman:</strong> ?</p><p><strong>Spirit of the Plague:</strong> After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will.</p><p>A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics.</p><p><strong>Undead Ooze:</strong> The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning.</p><p><strong>Unholy Child:</strong> These deceptive creatures are the spirits of infants murdered or left to die by their parents.</p><p><strong>Well Spirit:</strong> The ghost of a being who drowned in a well.</p><p><strong>Butcher Spirit:</strong> Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers.</p><p>“Butcher spirit” is an acquired template that can be added to any animal.</p><p><strong>Unhallowed:</strong> Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than</p><p>any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.</p><p>Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.</p><p>People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.</p><p>Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.</p><p>These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms.</p><p><strong>Unhallowed Faithless Knight:</strong> The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith.</p><p>“Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life.</p><p><strong>Unhallowed False Lover:</strong> The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives.</p><p>“False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life.</p><p><strong>Unhallwed Forsaken Priest:</strong> There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches.</p><p>“Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets.</p><p><strong>Unhallowed Treacherous Thief:</strong> The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.</p><p>“Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596" target="_blank">Creature Collection III:</a>[spoiler]</p><p><strong>Ashcloud:</strong> Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal.</p><p><strong>Carcass:</strong> Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death,</p><p>corrupted into some of the most grotesque of the Ghoul King’s slaves.</p><p>Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes.</p><p><strong>Deep Stalker:</strong> Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two.</p><p><strong>Dread Crawler:</strong> Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King.</p><p><strong>Forsaken Spirit:</strong> When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead.</p><p><strong>Ghoul Hound:</strong> Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living.</p><p>An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight.</p><p><strong>Ghoul Gormul:</strong> Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls.</p><p>The process of creating a Gormul ghoul wipes out all memory of its previous life.</p><p><strong>Ghoul Overghast:</strong> Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures.</p><p><strong>Ghoul Poisonbearer:</strong> The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.</p><p><strong>Love-Scorned Soul:</strong> These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.</p><p><strong>Mummy Spiderweb:</strong> Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures.</p><p>On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair.</p><p><strong>Mummy Spiderweb Ghoul King's Guard:</strong> The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters.</p><p><strong>Pain Doll:</strong> Pain dolls are tormented undead creatures created by cruel and sadistic ritual.</p><p>While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife.</p><p>A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check.</p><p>In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them.</p><p><strong>Phoenix Black:</strong> The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues.</p><p><strong>Plague Gator:</strong> As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators.</p><p><strong>Slon Gravekeeper:</strong> The gravekeeper is an undead slon, the first to be buried at a particular graveyard.</p><p>An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite.</p><p><strong>Unbegotten:</strong> Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs.</p><p><strong>Soulless:</strong> The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows.</p><p>Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power.</p><p>“Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin.</p><p></p><p><strong>Undead:</strong> Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p>The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead.</p><p>Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead.</p><p><strong>Ghoul:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.</p><p>An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p><strong>Ghast:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast.</p><p><strong>Skeleton:</strong> Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.</p><p>In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.</p><p><strong>Wight:</strong> Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain.</p><p><strong>Zombie:</strong> For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.</p><p>As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.</p><p>The undead servant is identical with a zombie of equal size.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.</p><p>An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596" target="_blank">Creatures of Freeport:</a>[spoiler]</p><p><strong>Deadwood Tree:</strong> Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.</p><p>As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees.</p><p>Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees.</p><p>It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven.</p><p>There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes.</p><p><strong>Hazarel Boneroot, Deadwood Tree:</strong> ?</p><p><strong>Death Crab Swarm:</strong> It is said that death crabs are a solid manifestation of the spirits of long-dead pirates.</p><p><strong>Thanatos:</strong> Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade.</p><p></p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19034/EN-Critters--Ruins-of-the-Pale-Jungle?affiliate_id=17596" target="_blank">E.N. Critters 1 Ruins of the Pale Jungle:</a>[spoiler]</p><p><strong>Animus:</strong> An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust.</p><p>An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being.</p><p>An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death.</p><p><strong>Baya Tumbili:</strong> It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</p><p><strong>Baya Tumbili Spawn:</strong> Baya tumbili spawn are apes that have been turned into undead spawn.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested.</p><p>Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds.</p><p>Haze horrors are most likely the creation of some necromancer.</p><p>Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is.</p><p><strong>Leafling Ancestor Lesser:</strong> Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor.</p><p><strong>Leafling Ancestor Greater:</strong> On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety.</p><p><strong>Revered Ancestor:</strong> Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife.</p><p>Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them.</p><p>The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism.</p><p><strong>Shetani:</strong> Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment.</p><p>When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani.</p><p>Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed.</p><p>Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19150/EN-Critters--Beyond-the-Campfire?affiliate_id=17596" target="_blank">E.N. Critters 2 Beyond the Campfire:</a>[spoiler]</p><p><strong>Bereft:</strong> A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing.</p><p>The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence.</p><p><strong>Blighter:</strong> Blighters are undead specially created from the corpses of humanoid druids.</p><p>Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more.</p><p>The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state.</p><p>The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters.</p><p>Blighters were created to cause death and destruction to the citizens of the threatening city-state.</p><p>Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community.</p><p>They were originally created long ago by a corrupted druid using necromantic powers.</p><p>The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends.</p><p><strong>Nightshade Nightflyer:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath.</p><p>Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature.</p><p>Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown.</p><p>It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nightguard:</strong> Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves.</p><p>They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so.</p><p>It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nighthound:</strong> Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed.</p><p>The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature.</p><p><strong>Nightshade Nightstalker:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay.</p><p>Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing.</p><p>It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Owl Howler:</strong> Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair.</p><p>The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack.</p><p>They are created through a horrific ritual and serve necromancers as familiars.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19231/EN-Critters--Tulenjord-Land-of-the-Fallen-One?affiliate_id=17596" target="_blank">E.N. Critters 3 Tulenjord Land of the Fallen One:</a>[spoiler]</p><p><strong>Frostbitten:</strong> The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home.</p><p>The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island.</p><p>The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him.</p><p>Its frozen body is inhabited by the soul of a fervent worshipper of an evil god.</p><p><strong>Snow Spirit:</strong> A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements.</p><p>The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements.</p><p>They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2569/EN-Critters--Along-the-Banks-of-the-River-Vaal?affiliate_id=17596" target="_blank">E.N. Critters 4 Along the Banks of the River Vaal:</a>[spoiler]</p><p><strong>Bandalvis:</strong> A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body.</p><p>Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia.</p><p>It is created when a vissalia succumbs to a curse laid upon its race by the gods.</p><p>Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created.</p><p>Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists solely to feed upon the living.</p><p>If it gives in to its bloodlust, a vissalia can turn into the undead bandalvis.</p><p><strong>Blood Fountain Swarm:</strong> A blood fountain swarm consists of about 1,500 undead leeches.</p><p>They are created through a rather specific process over a number of days. First, a stone receptacle must be coated with the blood of a sacrificed humanoid. Then at least 1,500 leeches must be collected and each leech must suck a tiny amount of the necromancers blood. Next, each leech has its back quarter cut off and is placed into the receptacle to die. Once all have been cut and slain, 4 animate dead spells must be cast consecutively (either from memory or spell completion items) and the swarm rises and is released into the place it is to guard.</p><p></p><p><strong>zombie:</strong> ?</p><p><strong>ghoul:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2738/EN-Critters--Interlopers-from-the-Blasted-Realm?affiliate_id=17596" target="_blank">E.N. Critters 5 Interlopers of the Blasted Realms:</a>[spoiler]</p><p><strong>Remains of the Fallen:</strong> This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it.</p><p>One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation.</p><p>This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2915/EN-Critters--Berks-Wasteland?affiliate_id=17596" target="_blank">E.N. Critters 6 Berk’s Wasetland:</a>[spoiler]</p><p><strong>Boneswirl:</strong> A boneswirl is an undead creature animated through strong elemental magic.</p><p>Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians.</p><p>The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can.</p><p>A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures.</p><p>A boneswirl can be created through use of the <em>create undead</em> spell by a 15th-17th level caster (though characters should be made to research the ritual first).</p><p>It is native to warm deserts where it was first created by evil djinn.</p><p>It can be created through the use of a create undead spell by a caster of 15th level or higher.</p><p><strong>Dessicated:</strong> A desiccated is an intelligent undead creature that has had all the moisture drained from its body.</p><p>A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later.</p><p>When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it.</p><p>Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler]</p><p></p><p>Elemental Lore [spoiler]</p><p><strong>Drought:</strong> Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames.</p><p>Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods.</p><p><strong>Rime Wraith:</strong> Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice.</p><p><strong>Shadow With the Cold Descriptor:</strong> A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596" target="_blank">Epic Monsters:</a> [spoiler]</p><p><strong>Atropol Abomination:</strong> Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal.</p><p><strong>Demilich:</strong> A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity.</p><p>‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.</p><p>The process of becoming a demilich can be undertaken only by a lich acting of its own free will.</p><p>Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.</p><p><strong>Hunefer:</strong> Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity.</p><p><strong>Lavawight:</strong> The lavawight is the end result of foolish adventurers who attack a shape of fire.</p><p>Those that succumb to a shape of fire's blazefire embrace are converted to lavawights.</p><p>Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Shadow of the Void:</strong> A shadow of the void is cold vengeance personified.</p><p><strong>Shape of Fire:</strong> A shape of fire is white-hot rage personified.</p><p><strong>Winterwight:</strong> The winterwight is the end result of adventurers foolish enough to attack shadow of the void.</p><p>Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights.</p><p>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p><strong>Sebastian the Shadow Souled:</strong> Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life.</p><p><strong>Bodiless Ao:</strong> ?</p><p></p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p><strong>Mummy:</strong> A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25605/The-Freeport-Trilogy-Five-Year-Anniversary-Edition?affiliate_id=17596" target="_blank">The Freeport Trilogy Five Year Anniversary Edition:</a>[spoiler]</p><p><strong>Shadow Constrictor Snakes:</strong> Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity.</p><p><strong>Shadow Serpents:</strong> The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler]</p><p></p><p>Frost and Fur:[spoiler]</p><p><strong>Corpse Shroud:</strong> In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living.</p><p><strong>Draugr:</strong> It is animated out of sheer jealousy. The draugr misses its old life and envies the living.</p><p><strong>Haugbui:</strong> The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence.</p><p><strong>Mummy Aleutian:</strong> The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling.</p><p><strong>Rusalka:</strong> These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial.</p><p><strong>Ruskaly:</strong> Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia.</p><p><strong>Snow Angel:</strong> Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel.</p><p>Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels.</p><p><strong>Yek:</strong> When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans.</p><p>Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17802/Hallows-Eve--11-Halloween-Monsters?affiliate_id=17596" target="_blank">Hallows Eve - 11 Halloween Monsters:</a>[spoiler]</p><p><strong>Manumit:</strong> these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler]</p><p></p><p>Hallows Eve Demo:[spoiler]</p><p><strong>Haunted Casket:</strong> Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler]</p><p></p><p>Hungry Little Monsters:</p><p>[spoiler]<strong>Ashen Hound:</strong> Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator.</p><p>Bound: A bound is a spirit that has been trapped in its material remains.</p><p><strong>Canker Zombie:</strong> Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical).</p><p>Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later.</p><p><strong>Kyokan:</strong> Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course.</p><p>Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean.</p><p>This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan.</p><p><strong>Soulgaunt:</strong> The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of <em>create greater undead</em>. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old.</p><p><strong>Sugareater Zombie:</strong> Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies.</p><p>“Sugareater zombie” is an acquired template that can be added to any living creature.</p><p><strong>Sample Sugareater Zombie:</strong> This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master.</p><p><strong>Vain Dead:</strong> Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50998/Into-the-Black-A-Guide-to-Below?affiliate_id=17596" target="_blank">Into the Black: A Guide Below:</a></p><p>[spoiler]</p><p><strong>Hellscorn:</strong> Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge.</p><p>Hellscorns rise from the grave solely to wreak vengeance against their killers.</p><p><strong>Waking Dead:</strong> Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead.</p><p><strong>Gremmin:</strong> The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise.</p><p><strong>Walking Disease:</strong> No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers.</p><p></p><p><strong>Undead:</strong> Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50232/Into-the-Blue?affiliate_id=17596" target="_blank">Into the Blue:</a>[spoiler]</p><p><strong>Lost Sailor:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death.</p><p>The irony of being such a short distance from their goal only makes the spirits of the mariners more restless.</p><p><strong>Sea Scorned:</strong> A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return.</p><p><strong>Unwanted:</strong> Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both.</p><p>Unwanted is an acquired template that can be added to any humanoid creature lost at sea.</p><p><strong>Floating Dead:</strong> Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17842/Kaisers-Garden--23-Monstrous-Plants?affiliate_id=17596" target="_blank">Kaiser’s Garden - 23 Monstrous Plants:</a>[spoiler]</p><p><strong>Vine of Decay:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/browse/pub/2189/Kobold-Press/subcategory/4291_19180/Kobold-Quarterly?affiliate_id=17596" target="_blank">Kobold Quarterly:</a>[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596" target="_blank">Kobold Quarterly 2:</a>[spoiler]</p><p><strong>Darrakh, Adult Darakhul Cave Dragon:</strong> The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens.</p><p>Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind.</p><p>So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children.</p><p>The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal.</p><p>As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery.</p><p><strong>Darakhul Ghoul:</strong> Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596" target="_blank">Kobold Quarterly 3:</a>[spoiler]</p><p><strong>Thing at the Soul of the Mire, Human Lich Druid 15:</strong> ?</p><p><strong>Stone Door:</strong> Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted.</p><p>The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves.</p><p>The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses.</p><p>The cost to construct a bone door varies but is never less than 1,825 gp.</p><p><strong>Stone Giant Skeleton:</strong> ?</p><p></p><p><strong>Lich:</strong> the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality.</p><p>The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches.</p><p>Liches are created, not born, and their only method of reproduction is the creation of a new lich.</p><p>The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping.</p><p>The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it.</p><p>This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness.</p><p>The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster.</p><p>As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item.</p><p>The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster.</p><p>This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster.</p><p>Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption.</p><p>The Journey</p><p>Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596" target="_blank">Kobold Quarterly 7:</a>[spoiler]</p><p><strong>Vampire:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Ghost:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Undead:</strong> Create Undead feat.</p><p><strong>Zombie:</strong> A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Skeleton:</strong> The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghoul:</strong> The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghast:</strong> The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Shadow:</strong> The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mummy:</strong> The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wraith:</strong> The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Spectre:</strong> Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mohrg:</strong> The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Devourer:</strong> Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wight:</strong> <em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Dread Wraith:</strong> <em>Animate Undead IX</em> spell.</p><p></p><p>Create Undead [Item Creation]</p><p>Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st</p><p>Benefit: You can create any undead provided the prerequisites are met.</p><p>Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).</p><p>Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.</p><p>The creator must cast the spells personally but may do so using a scroll or similar device.</p><p>As most undead are Evil, creating an undead creature is almost always an Evil act.</p><p>A newly created undead has average hit points for its Hit Dice.</p><p>Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.</p><p>A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.</p><p></p><p>Animate Dead I</p><p>Necromancy (Animation)</p><p>Level: Clr 1, Sor/Wiz 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more animated undead</p><p>Duration: 1 round/level (D)</p><p>Targets: Corpses, no two of which can</p><p>be more than 30 feet apart [See below]</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: No</p><p>This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.</p><p>The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.</p><p>Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave.</p><p>An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.</p><p>When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type.</p><p>Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.</p><p></p><p>Animate Dead II</p><p>Necromancy (Animation)</p><p>Level: Clr 2, Sor/Wiz 3</p><p>This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.</p><p></p><p>Animate Dead III</p><p>Necromancy (Animation)</p><p>Level: Clr 3, Sor/Wiz 4</p><p>This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.</p><p></p><p>Animate Dead IV</p><p>Necromancy (Animation)</p><p>Level: Clr 4, Sor/Wiz 5</p><p>This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.</p><p></p><p>Animate Dead V</p><p>Necromancy (Animation)</p><p>Level: Clr 5, Sor/Wiz 6</p><p>This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VI</p><p>Necromancy (Animation)</p><p>Level: Clr 6, Sor/Wiz 7</p><p>This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VII</p><p>Necromancy (Animation)</p><p>Level: Clr 7, Sor/Wiz 8</p><p>This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VIII</p><p>Necromancy (Animation)</p><p>Level: Clr 8, Sor/Wiz 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead XI</p><p>Necromancy (Animation)</p><p>Level: Clr 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Table 1: Undead Animation</p><p>Spell Level Undead Remains Required Alignment</p><p>Animate Undead I ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p>Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>Animate Undead III ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p>Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>Animate Undead VIII mohrg humanoid corpse CE</p><p>greater shadow humanoid soul CE</p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>Animate Undead IX devourer humanoid corpse NE</p><p>dread wraith humanoid or giant soul LE[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596" target="_blank">Kobold Quarterly 9:</a>[spoiler]</p><p><strong>Skin Bat:</strong> Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin.</p><p>Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats.</p><p>They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596" target="_blank">Kobold Quarterly 11:</a>[spoiler]</p><p><strong>Vampire:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.</p><p>When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free.</p><p><strong>Vampire Spawn:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596" target="_blank">Lords of the Night: Liches:</a>[spoiler]</p><p><strong>Void Lich:</strong> But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil.</p><p>Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void.</p><p>Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void.</p><p>An Arcane Lich that has been corrupted by the Void.</p><p>Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter...</p><p>Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich.</p><p><strong>Void Wraith:</strong> Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void.</p><p>Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence.</p><p>When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity...</p><p>When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave).</p><p><strong>Arcane Lich:</strong> In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches.</p><p>Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition.</p><p>An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality.</p><p>The Ritual of the Arcane Transference</p><p>The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality.</p><p>When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal.</p><p>The easiest way to do this is by passing into undeath.</p><p>The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh.</p><p>A mortal that has sacrificed their mortality to become one with the Arcane.</p><p>All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone).</p><p>A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone.</p><p>There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich.</p><p>The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them.</p><p>Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams.</p><p>A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level.</p><p>A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail.</p><p>Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible.</p><p>Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich.</p><p>The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process.</p><p>The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter.</p><p>A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure.</p><p>After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead.</p><p>The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters).</p><p>Lich State Death Living Sunken Necrotic Skeletal Spectral</p><p>Touched Dead Lich Lich Lich Lich</p><p>Ritual Level AR1 AR2 AR3 AR4 AR5 N/A</p><p>Minimum Intelligence 16 17 20 22 25 30</p><p>Minimum Level 1 5 9 11 13 17</p><p>Constitution Cost 2 (11) 4 (8) All (5) - - -</p><p>Arcane +1 +2 +3 +4 +5 +10</p><p>Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6</p><p>Arcane Threshold 3 6 10 15 20 N/A</p><p>Insanities +1 +1 +1 +1 +1 N/A</p><p>Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A</p><p>Sorcerae Modifier +1 +2 +3 +4 +5 +8</p><p>Ability Penalty -2 -3 -4 -5 -6 N/A</p><p>Arcane Feats +1 +1 +1 +1 +1 +1</p><p>Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead.</p><p>Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items.</p><p>Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count.</p><p>Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution.</p><p><strong>Necromantic Lich:</strong> Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil.</p><p><strong>Sunken Lich:</strong> All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials).</p><p>Sunken Liches are those mortals that have passed beyond the veil of life and into undeath.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Arcane Ascendance ritual of power.</p><p><strong>Necrotic Lich:</strong> Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Corpus Transformation ritual of power.</p><p><strong>Skeletal Lich:</strong> Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Osseus Transfiguration ritual of power.</p><p><strong>Spectral Lich, Ghost Lich:</strong> Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness.</p><p><strong>Artifex Lich, Artificer:</strong> ?</p><p><strong>Darke Lich:</strong> ?</p><p><strong>Dirge Lich, Corpse Lich:</strong> ?</p><p><strong>Frost Lich, Battle Lich:</strong> A Frost Lich is bound to the element of cold.</p><p><strong>Mors Lich, Crypt Lich:</strong> ?</p><p><strong>Prime Lich, High Lich:</strong> ?</p><p><strong>Umbral Lich, Puppeteer:</strong> An Umbral Lich is an elementalist bound at least partially to the element of Shadow.</p><p><strong>Servitor:</strong> Servitor Arcane power.</p><p><strong>Arcane Vampire:</strong> There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...?</p><p><strong>Blood Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p><strong>Nether Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p></p><p>SERVITOR</p><p>This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead.</p><p>Creating the Undead</p><p>You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks.</p><p>Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time.</p><p>Use of this power takes one full round. The dead begin to rise at the start of the second round.</p><p>Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches.</p><p>Creating Servitors</p><p>You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below.</p><p>SERVITOR CREATION</p><p>Skill Rank Undead per Arcane Cost Max Control Max Undead HD</p><p>First Tier Necromancer 1 1 2 2</p><p>Second Tier Necromancer 2 1 4 2</p><p>Third Tier Necromancer 3 1 6 3</p><p>Fourth Tier Necromancer 4 1 8 4</p><p>Fifth Tier Necromancer 5 1 10 5</p><p>Sixth Tier Necromancer 6 1 12 6</p><p>Servitor Creation Notes</p><p>♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.)</p><p>♦You cannot create any one Servitor whose Hit Dice exceed your own.</p><p>♦ You can see through the eyes of any of your Servitors at any time as a standard action.</p><p>♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them.</p><p>♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank).</p><p>♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed.</p><p>♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy.</p><p>♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods...</p><p></p><p>ARCANE ASCENDENCE</p><p>Level Requirement: 15th</p><p>Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items)</p><p>Performance: 24 hours (difficulty: 40)</p><p>Transforms a character into a Sunken Lich.</p><p></p><p>CORPUS TRANSFIGURATION</p><p>Level Requirement: 15th</p><p>Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items)</p><p>Performance: 24 hours (difficulty: 45)</p><p>Transforms a character into a Necrotic Lich.</p><p></p><p>OSSEUS TRANSFIGURATION</p><p>Level Requirement: 18th</p><p>Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items)</p><p>Performance: 24 hours (difficulty: 50)</p><p>Transforms a character into a Skeletal Lich.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/18261/The-Lords-of-the-Night-Vampires?affiliate_id=17596" target="_blank">The Lords of the Night Vampires:</a>[spoiler]</p><p><strong>Vampire, Black Blood:</strong> Vampires were once living creatures that have been raised from death by necromancy.</p><p>Ever since mortals have existed, feral vampires have wandered the mortal realms under cover of darkness. Created by the raw forces of nature, by curse or magic, feral vampires will certainly exist long after the mortal races have passed to dust.</p><p>Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>A Vampire Scion can become a true vampire should their master be slain, although the outcome of this is uncertain.</p><p>The vampire touched are those mortals bitten on one or more separate occasions by the Children of Vangual. In this blood-drained state, death is close. A third visitation and the victim will rise up as a vampire a few nights later (provided the victim is slain in the process).</p><p>To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.</p><p>On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.</p><p>On the fourth night of death, a fledgling vampire will rise from the grave. Occasionally this process can happen more quickly, other times, somewhat longer. The necromantic processes are mysterious and cannot be predicted, even by the most learned of sages.</p><p>They were the first of Vangual’s creations and consider themselves the most favored of his children.</p><p>The curse can be passed to any of the mortal races, from human, elf and dwarf, to the monster races: goblin, troll and ogre. There are Black Blood giants, drow and even vampire lizardmen lurking in darkness across the realms.</p><p>Black Blood is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>Shadow Vampires cannot make more of their own. Even if they follow the process exactly, they simply create a standard Black Blood.</p><p>Vampire Scion can evolve to become true vampires, although the process is dangerous and involves either intervention by a lich, or the Second Death of their master. A Vampire Scion’s necromantic energies are intrinsically linked to those of their master. If a vampire master is slain, all Vampire Scion under his control make a Will save (DC 20). If they fail, they are forever slain, the negative energies that sustained them dissipating with their master. Success indicates they become fledgling vampires.</p><p>A vampire must come to a mortal three times if he wants to make a true vampire.</p><p>To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. There can be interruptions in the process, but any vampire wishing to cement a full and complete relationship with their progeny must follow this procedure. The vampire must perform the Black Kiss within one month of his first visitation or he must begin the whole process anew.</p><p>Vangual’s touch can slay any living being in an instant, devouring their life force with no possible chance of resurrection. He can cause any mortal to rise up as a vampire of any race with but a moment’s thought. This transformation is both permanent and irreversible, but is seen as a blessing rather than a curse in the eyes of his devoted.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p>When a mortal becomes a vampire, the dark energies of necromancy transform their abilities.</p><p>Beholder vampires radiate powerful necromancy and have the power to transform their targets into vampires with the use of their central eye.</p><p><em>Curse of Vampirism</em> spell.</p><p><strong>Vangaard:</strong> But Vangual was far from done. He took one of his chosen and shaped them into a new form, the Vangaard, a creature filled with rage and cold fury.</p><p>The Vangaard can trace their origins back to Toth, the First vampire barbarian and member of the Black Council. The Vangaard Toth is the only member of the Black Council who is not a pure Black Blood. No one knows why Vangual transformed Toth into a Vangaard; perhaps it was a capricious whim by the god of vampires.</p><p>Vangaard is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>Who knows what power Vangual used to create the new order of Vangaard.</p><p><strong>Fire Vampire, Inferno:</strong> The First found a wizard who had been burned beyond imagining in the razing of the great city. Vangual breathed unlife into his tortured flesh, returning him from death as a horribly charred and smoldering spirit. Joined with the powers of flame, this vampire became the embodiment of fire, and was vengeance and destruction incarnate.</p><p>Perhaps the rarest of all vampires, Fire Vampires (or Infernos) are those mortals horribly burned in life.</p><p>Fire Vampires can create progeny, although they rarely choose to (for the memory of their own creation burns upon their minds - and even as filled with madness as they are, they are reluctant to inflict their torment upon another).</p><p>To do so, they must drain all of the blood from a candidate while inflicting powerful flame attacks upon their bodies. They must incinerate their victim on the very threshold of death. Horribly disfigured, the mortal will then rise up as a Fire Vampire a few nights later. They call this method of death (and subsequent reanimation) the Kiss of Fire, and it is said to be one of the most agonizing ways to die. Even cremation does not always prevent the Second Waking, a Fire Vampire’s charred and unrecognizable body reforms from ashes unless it was buried on holy ground.</p><p>Fire Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Ravenous, Leeches:</strong> As the flames of the city died, the remaining dead fell around the ruined city. Some, touched by disease were corrupted by Vangual’s malevolence. They arose as the Ravenous, desperately hungry vampires with a craving for mortal flesh.</p><p>Some say the Ravenous were created by the god of slimes and oozes, while others believe they are demons cast from the abyss and given mortal form.</p><p>When they so choose, the Ravenous can make their own. To do this the victim must be forced to drink a concentrated point of the Leech’s blood. The victim will be fine - for a day or so. After forty eight hours they will begin to get chills, feeling sick and losing a point of Constitution and Strength per day. This will continue throughout the next 2d4+1 days until their skin turns a greenish hue. Finally, facing uncontrollable and agonizing convulsions, they lose one point of Strength and Constitution per hour. Only a neutralize poison spell cast by a cleric of 15th Level or higher, followed swiftly by a remove curse will prevent death. Lost abilities are regained at a rate of 1 point per week.</p><p>Ravenous Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Shadow Vampire:</strong> Next, Vangual awoke the shadow. He ordered the First to bring to him the drow they found in the underworld. Willing or not, he transformed them into Shadow Vampires, insubstantial creatures that only half reside in the mortal realms.</p><p>Shadow Vampires are drow that have been cursed by a most terrible darkness. They were taken by Vangual and transformed into shadow, stripped of their physical forms and their souls.</p><p>Only the drow elder Avernuus has the authority to create new Shadow Vampires, and then only at Vangual’s instruction.</p><p>The Black Council petitioned Vangual for a number of non-drow Shadow Vampires to be created, and he agreed.</p><p>Shadow Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Mock Vampire, The Mocked:</strong> Mock Vampires or the mocked are ghoulish creatures whose bodies have not successfully survived the transition from mortal to vampire. They have remained dead for too long before their Second Waking and have suffered both physical and mental degeneration in the grave.</p><p>The mocked have lain dead in the ground for too long.</p><p>No one knows exactly what creates the mocked, certainly there are many things that can influence the necromantic process: holy ground, divine blessings, even nearby running water or a holy symbol casually tossed into a coffin. A poor first Katharein can result in the vampire rising as one of the mocked.</p><p>The mocked typically remain dead for at least a week longer than the typical 1d4 days, rotting while in the grave.</p><p>Mock Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Ash Vampire:</strong> At the height of Vangual’s power came the most terrible of his children. Ash Vampires: they who feast upon life itself. Draining the very essence from the living, plants wither and the ground turns to dust as they pass. These emotionless vampires are given mortal form in return for performing despicable acts in the name of the lord of blood. It is said those of the ash are the most powerful of Vangual’s creations, and that he could only create them when he had sufficient followers amongst mortals and vampires alike.</p><p>Ash Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>There are many rumors as to why this might be. Some say the Ash Vampires are much older even than Vangual, that only those in the mortal realms were corrupted by the Void and that those that remain on the Ash Plane at the tower of Araxx are immune to the effects of the great corrupter.</p><p>Some say that the Ash Vampires are a truly ancient race, and that their wisdom dates back thousands, if not tens of thousands of years. Others claim that they were never mortal, that the first Ash Vampires came from a race that no longer exists except in memory.</p><p><strong>The Lost:</strong> Finally came the Lost, divine beings that have fallen from the grace of their celestial realm and cast to earth. Retaining a fragment of their memory and a shard of divinity, these creatures are perhaps the most tragic of all the vampire races. Forced to drink blood and to eat ash, they wake to darkness knowing they have done wrong, but not what. Perhaps they can find redemption, but most Lost spend their unlives brooding over their mysterious past and punishing themselves for a transgression they cannot remember. While they are not one of Vangual’s creations, the god of blood eagerly accepts them as his own.</p><p>These creatures are not and have never been mortal. Cursed by divine magic, they have fallen from whichever spiritual domain they once inhabited, given immortal bodies and doomed to live in exile amongst the undead. Once glorious spirits - now vampires - they must drink blood and devour ashes to survive.</p><p>The Lost are not true vampires. They were never ‘turned’ by another, but were instead cursed by powerful magic. Exiled, they appear with no clue as to who they are or from where they came. Occasionally, a divine being will visit them to inform them of their exile, but this will be brief and perfunctory. Their minds and spirits are their own, but their memories are all but gone.</p><p>Lost Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>The Lost are celestials that have been cursed by their god. A character must have previously been a celestial that was cast down from his planar home.</p><p><strong>Vampire Scion:</strong> In time, Vangual showed his vampires how to create children of their own. Vampire Scion are created by a single draining of a mortal’s blood without following the ritualistic process of the Black Kiss. These creatures are devoid of the uniqueness of a true vampire and are typically created as a result of a careless encounter with a mortal.</p><p>To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.</p><p>On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.</p><p>Vampire Scion are locked in unlife at the moment of death, unchanging yet eternal. Slaves to their masters, most are created when a vampire bitten (once touched) mortal is slain before the effects of the first bite have worn off. These poor souls rise to become Vampire Scion, vampires in name alone, hunters of blood and bringers of death.</p><p>Vampire Scion are created by a single draining of a mortal’s blood (or levels) without following the ritualistic process of the Black Kiss.</p><p>Vampire Scion is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later.</p><p><em>Curse of Vampirism</em> spell.</p><p><strong>Kethax:</strong> The Avystyx Prophecies also mention the coming of the Kethax: evil vampires of hellfire and brimstone from the Ash Plane.</p><p><strong>The First:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Avystyx, The Vampire Bard:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Salvatorian Vandadyne:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Lord Melanch Abraxia, Lord of the Blood Knights of Avystervan:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Agoravaal The Damned Vampire Mage:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Ishtyx:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Kynosh, The Blood-Stained Druid:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Raxx, Leader of the Black Eye:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Toth:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Vathan Gellean, The Hunter:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Volik, Leader of the Blood Guard:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Agan Ravarr:</strong> ?</p><p><strong>Avernuus:</strong> ?</p><p><strong>Corth The Grey, Ash Vampire:</strong> ?</p><p><strong>Malik Faldein, Ravenous:</strong> ?</p><p><strong>Moloch:</strong> Moloch is a bitter vampire. Horribly burned in the fires that ravaged Veil he was not one of the First. He fell in the great melee that destroyed the city. After his death, necromantic energies seeped into him, perhaps with a blessing from Vangual and he awoke at dusk the following night as the first Fire Vampire.</p><p><strong>Arikostinaal, Lich:</strong> ?</p><p><strong>Avystyx:</strong> ?</p><p><strong>Ket Uth Makkar:</strong> ?</p><p><strong>Phillian Artus Alucidan:</strong> ?</p><p><strong>Blood Hound:</strong> Transformed from the worst performing vampire clerics in Vangual’s service, they are vaguely dog shaped, but with long crimson covered bodies and scarlet matted fur and piercing vermilion eyes.</p><p><strong>Bloodling:</strong> They are favoured by Vangual and are said to be the transformed remnants of his enemies.</p><p><strong>Children of Vangual, Age 1 Black Fighter 6:</strong> ?</p><p><strong>Consanguineous Vampire:</strong> Consanguineous vampires the ‘least of vampires’ were created by the Black Cabal. A punishment inflicted upon their greatest enemies, consanguineous vampires are ravenous creatures tormented by madness and hunger. Created in a special ritual, the procedure of which is known only to members of the Black Cabal, the process transforms a mortal (or a vampire) into a consanguineous vampire.</p><p>Created by the Black Cabal,</p><p>Consanguineous Vampires are the least of vampires.</p><p><strong>Vampire Ghoul:</strong> Created by the twisted diseases of the Ravenous and the sorceries of the Black Cabal, vampire ghouls are twisted versions of vampires.</p><p>Mortals devoured by a vampire ghoul rise up as vampire ghouls in 1d4 nights time.</p><p><strong>Spellmite, Arcanus Phagum:</strong> Spellmites, or Arcanus Phagum are tiny vampiric creatures created by the Black Cabal.</p><p><strong>Blood Leech:</strong> ?</p><p><strong>Goblin Vampire:</strong> ?</p><p><strong>Lizardman Vampire:</strong> ?</p><p><strong>Ogre Vampire:</strong> ?</p><p><strong>Orc Vampire:</strong> ?</p><p><strong>Troll Vampire:</strong> ?</p><p><strong>Beholder Vampire, Blood Tyrant:</strong> Not much is known about beholder vampires except that somehow, the transformation to undeath is possible.</p><p>Whispers abound of beholders created by Vangual known only as Blood Tyrants, evil and wicked creatures conjured by dark magic and filled with bloodlust for the mortal races.</p><p><strong>Demon Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Devil Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Outsider Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Dragon Vampire:</strong> the Black Cabal have made a handful of dragons that now reside on the Elemental Planes of Ash or Negativity, allies and minions of the Necromancers that live there.</p><p><strong>Ash Dragon:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Drow Vampire:</strong> ?</p><p><strong>Giant Vampire:</strong> Although the Black Cabal have successfully made a number of vampire giants, they do not adapt well to the change and the Black Kiss works rarely upon them.</p><p><strong>Mind Flayer Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow.</p><p>The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul.</p><p></p><p>Curse of Vampirism</p><p>Necromancy</p><p>Level: Clr 9, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Target: Person touched</p><p>Duration: Permanent</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>You can transform a mortal into a vampire. Upon the spell’s completion, your target will be slain and will rise up as a Vampire Scion under your control or a fledgling vampire (your choice) 1d4 nights later.</p><p>Material Components: A mortal heart marinated in red wine with a pint of attuned vampire Blood and a pinch of vampire dust that the mortal must (be forced to) drink.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19339/The-Lords-of-the-Night-Zombies?affiliate_id=17596" target="_blank">Lords of the Night: Zombies:</a>[spoiler]</p><p><strong>Zombie, Risen Dead:</strong> THE JOURNAL OF MALADAMIUS, ALCHEMIST</p><p>Monday 4th January - I am taking a break from my conventional research, for I have found something that greatly intrigues me. Whilst studying in the library late this eve I noticed a scrap of parchment that had fallen beneath my desk. The note was a formula of sorts, pertaining to the manipulation (and I presume subsequent re-animation of dead tissue). Curious...</p><p>Tuesday 5th January - I have spent much of the day searching the alchemy section of the library for information on this formula, but have found none. I have not been able to discover from where the parchment came nor any other reference works on so complex a subject. The scrap of paper was torn and the whole formula lost. The secret eludes my mind, but without a complete manuscript I have little on which to work but for tantalizing insights in to what might one day be possible. I shall not grasp at futile secrets. I shall instead accept that such things belong solely to the realm of fiction and not within my reach.</p><p>Thursday 8th January - It is no use. I have been trying to continue my own studies and cast aside the thoughts of the deeper alchemy. I have a paper to present this coming Friday – but I cannot get the formula out of my head.</p><p>Afternoon - I spoke with the head of my department who informed me that the knowledge I sought was as rare as the Philosopher’s stone. He quite clearly informed me that only through divine magic can the dead be truly restored to life. I have determined to prove the hypothesis that alchemy can lead to the reanimation of the dead. Then perhaps I can return to my own work with a clear mind.</p><p>Friday 13th February - I have converted my bedroom into a laboratory, of sorts, although I have used the laboratory in the great hall of wizardry whenever I could, secreting bottles of formaldehyde home in the depths of my cloak. I have abandoned my regular studies in the search for the true formula. The secret is out there, I merely need to find that elusive spark of life.</p><p>Friday 20th February - I have become something of a recluse and even my friends tired of my continual excuses and abandoned me to my research. It is for the best, for I am close now. I have created something that I believe resembles the formula spoken of upon the scrap of paper. This formula, I have called Serum, and I think that through it, I will bridge the gap between the living and the dead. A noble goal, I believe.</p><p>Saturday 21st February - The formula did not work. I injected a quart of the Serum into the corpse of a rat, with no discernible effect. Nothing seems to work. There are times when the Serum, a luminous green in color seems to elicit a response from some of the subjects, but they seem either too long dead or the formula is not strong enough to pull them back from death…</p><p>Saturday 6th March - One month of research; of refining and changing, of spending my entire (yet meager) wealth on equipment, rare potions and powders, I have come to conclusion that without the final part of the puzzle, I will never complete this task. The formula is simply too complex. It is with a heavy heart that I return to my own – admittedly mundane - studies. I only hope I can put this failure behind me and catch up on all that I have lost this past month.</p><p>Thursday 11th March - Something has vexed me all morning. The Serum did not work because the formula was wrong! It called for a single gram of moonsalt, but moonsalt is only an effective reagent in larger doses. Thus I will triple the quantity of moonsalt and reinject it into a fresh rat.</p><p>Evening - Gods be plagued. Once again the Serum has failed. I was sure it would have some effect upon the creature this time. The rat twitched and even opened its eyes and stared curiously around it before falling into a dormancy from which it would not awaken, no matter how much of the Serum I injected into it.</p><p>No matter. It is out of my mind now. I have failed and I must concentrate on more earthly (and practical matters).</p><p>Friday 12th March - I awoke this morning and curiously, the corpse of the rat had vanished. I was certain I left it on the table beside my bed, yet now, it is gone. I suspect foul play from my fellow students, who appear to have taken me back into the fold with open arms.</p><p>Sunday 14th March - I have been unable to sleep. Questions ravage my mind. What if the Serum worked and the rat simply walked away?</p><p>I have prepared another quart of Serum and injected it into a fresh rat. This time it is pinned to my dissection board and I am sitting watching.</p><p>Afternoon - Incredible! I left to fetch more ink from the stationer and when I returned the rat was squirming about on my worktop, fixed securely in place on the board. What to do now? I cannot concentrate on quicksilver this afternoon, but must instead obtain more moonsalt and laudanum.</p><p>Monday 15th March - The rat has vanished. The blood on the dissecting board suggests it tore itself free. Disconcerting; but who is to question the motives of lower species that rely solely on the most basic instincts? I shall move on to larger animals tomorrow.</p><p>I am supposed to be in the Great Hall delivering a paper on the properties of quicksilver, but it will have to wait.</p><p>If my experiments are a success my name will be forever etched into the halls of academia!</p><p>Friday 26th March - I have procured the fresh corpse of a scrawny hound. It is about ten times the size of the rat, so I have increased the concentration of the Serum by a factor of ten. I am injecting the Serum directly into its brain, in an attempt to quicken the reaction time.</p><p>Noon - The hound has awoken! Although I wish it had not, for it howls like some maddened creature, ululating with cries that seem to be issued from the very depths of hell itself.</p><p>I am glad it is secured with tight leather straps, for a great hunger fills its eyes when it looks upon me. Only then is it quiet, and then I wish it would howl again.</p><p>Late Afternoon - Will the creature not shut up?</p><p>Saturday 27th March - I have taken a hatchet to the damnable creature. It is quiet now, at least. Beasts are clearly too primitive to be animated successfully, lacking souls and all.</p><p>Tomorrow I shall speak with the physician – a drinking friend of mine – whose ward this is and see about obtaining a creature of a higher order, for it is now on the highest form of life that I must test my work.</p><p>Sunday 28th March - My laboratory has been upturned and the body of the hound is gone! Its head remains, although I shall dispose of it today. It stares at me still with those hungry eyes. Was this some manner of burglary? Has one of my colleagues been seized by a fit of jealousy? Or did the creature – like the rats – walk away by itself? I cannot torment myself by such thoughts.</p><p>Evening - I have returned from my meeting with the physician. He has agreed to obtain for me a fresh cadaver and I cannot express how overjoyed I am. To converse with someone freshly returned from the grave; that will be an experience unlike any other. To converse with the dead; to discover what lies beyond the veil of death. These are things of which dreams are made.</p><p>Tuesday 6th April - I was roused from my sleep late last night by a resounding knock at the door. It was a servant of the physician bearing a large sack. I swiftly admitted him and the cadaver now lies in my cellar. I am moving my laboratory down there, for it is more secure. And hidden from casual observance.</p><p>Afternoon - I have begun my calculations for the concentration of Serum needed. A great quantity is needed for the cadaver, which by all accounts, was a laborer who fell from the top of a nearby construction and broke his neck. The clerics may not have been able to do anything for him but perhaps I might…</p><p>Evening - I injected a measure of the Serum into the brain of the fellow and waited. Finally he stirred, his eyes rolling wildly in his head and an expression of terror on his face. He gave a low gasp, then he was still. I have re-injected the Serum into his heart, in ever-increasing doses, to no effect.</p><p>Midnight - A terrible shriek summoned me to the cellar while I was trying to get a rare few moments rest. The cadaver was sitting bolt upright, screaming and shrieking in agony (or perhaps fright). He had somehow broken loose of the bonds around his wrists and was flailing wildly. I will leave him for now, and see how long the Serum lasts.</p><p>The first chills of the grave wash over me as I realize the grisly extent to which my research has taken me, but I must cast off such emotions in the name of scientific discovery.</p><p>Monday 17th May - I believe I have perfected the quantities of Serum needed. I managed to rouse the cadaver once more, and he wailed until dawn before falling still. I shall reanimate him when I awaken.</p><p>Late Evening - I have successfully reanimated the cadaver for a third time. It would seem that, so long as I have sufficient Serum, I can keep at this indefinitely. With each injection the look of awareness seems to gather in the corpse’s eyes. I have hope that with enough time I can confer sufficient intellect upon this corpse to enable it to speak…</p><p>Saturday 19th June - It has been quite a taxing few days – I have been so busy that I have hardly had the time to eat, let alone detail my findings in this journal. I have obtained four more corpses, all of which have been animated successfully. I have buried two of them in the graveyard, for I do not need quite so many cadavers in my cellar. The rest are still for now, but I only have to inject Serum into their veins to bring them back to life.</p><p>Monday 21st June - Most exciting is the last of the corpses I animated, for it possesses intelligence! I have had quite a conversation with it this past day, although its mind seems addled and fogged by death. Perhaps it was like that in life. I cannot deny that the creatures I animate look at me innocently enough, yet behind their eyes lies a monstrous and almost feral hunger.</p><p>Were they not restrained I believe I would fear for my safety.</p><p>Noon - I am preparing for the final experiment. Tonight I shall inject the Serum into my own veins. If my journal ends here, the experiment has failed and I am naught but another lifeless cadaver.</p><p>Wednesday 23rd June - I write to you from the other side of the threshold of life and death. The Serum was a complete success. I felt death grasp at me and my heart cease to beat. My vision darkened and all was still. Then I awakened, as though from the deepest slumber and found that a whole day had passed. It feels different. Yes, very different. But I feel strong! And hungry, ever so hungry.</p><p>Over the years many twisted monstrosities were created by Gariach in his attempts to unlock the secrets of life and death. Some were swiftly destroyed while others were left to roam the dusty halls of his mansion, acting as guardians and servants to the madness-stricken wizard. His mansion became a grisly place of death, of gruesome horrors, horrendous abominations and the walking dead...</p><p>Finally, one night, some ten years later, Gariach found the success he desired. He managed to bring a local blacksmith back to unlife with his soul and mind intact. Gariach repeated the process, this time with the corpse of a watchman he had magically transported into the mansion. Again, although his reanimated body was cold and very much dead, his mind and soul were present, unlike the other undead monstrosities he had created before.</p><p>Over the years, Gariach discovered and catalogued countless methods of reanimating the dead from all across the mortal realms, but he was unhappy with all of them. None of them would restore his wife in exactly the way he desired. He sought a master process, one that would precisely approximate the motions of life. Gariach came to the conclusion early on in his research that he would never be able to emulate the gods. His Paths did not create living, breathing creatures, but beings animated by the blackest science or magic. They were the undead.</p><p>As Gariach desperately studied death, he discovered six very different methods existed to restore the dead to unlife. Known as Paths, these six areas of wisdom: Alchemy, Corruption, Ether, Invocation, Sorcery and Surgery, are all the blackest forms of knowledge and only those that have (perhaps) stepped over the line of sanity should learn them (or those that do not care about their souls once they finally depart their mortal coil). Once learned, a Path allows a mortal to cast back the veil of death and to restore a semblance of life back to the dead, but one should be warned: the six Paths are not a route to absolute success and as with all things, the restoration of the dead is never an exact science. One might unlock a terrible doom in the quest for immortality, bringing back more than just the soul of the deceased in the process. Sometimes, the fates deem a soul irretrievably destroyed and not fit for reanimation. When such a creature is made, there are always strange (and sometimes horrifying) results. A creature made by one of these Paths is known as one of the Risen.</p><p>The process by which a Risen is brought back from death (reanimated) is known as the Kindling. The creature’s spark of life is re-ignited, recovering a portion of the vitality they held in life.</p><p>When a Risen is reanimated, they are imbued with a certain amount of life force. Known as Corpus, this essence mirrors the vitality of the living; it is pure, living energy. The Risen are undead beings, animated by necromancy, but within each stirs a flicker of mortal vitality.</p><p>While most of the Risen are reanimated through external methods, a Risen may (far more rarely) reanimate spontaneously. Why this happens is still a mystery; even Gariach himself expressed consternation at being denied the wisdom as to why a Revenant returns from death without magical intervention. Spontaneous Kindling seems to be attributed to random magical influences than to any specific process and such creatures are typically rare and powerful individuals beyond Gariach’s wisdom.</p><p>Each of the six Paths of Creation allows the maker to create a different type of Risen.</p><p>The skill of Risen creation is divided up into six unique feats that must be painstakingly researched in a laboratory or taught by a skilled tutor to any creator that meets the base requirements. Risen creation feats are standard item creation feats that can be purchased with normal character feats (when all research is completed). Anyone that knows one of the Risen creation feats can create a Risen of that type (although there are limits on the number of Risen that can be created). A creator must successfully research one Path of Creation before he can begin studying another.</p><p>The process for creating a Risen is as follows:</p><p>1. Select a base creature, complete with class levels.</p><p>2. Convert the Constitution of the base creature into Corpus energy on a one-for-one basis. All Risen begin play with a minimum Permanent Corpus score of 10.</p><p>3. Apply a Risen template to the base creature, converting Hit Dice, type to undead (or living dead) and acquiring the listed</p><p>attacks and special abilities.</p><p>4. Purchase up to three Corpus powers (adding up the total number of Marks of Decay the powers you gain).</p><p>5. Your DM will select your Marks of Decay up to your required total as purchased by your Corpus powers. You automatically begin play with all required Marks of Decay, even if you did not buy sufficient Corpus powers to offset those Marks of Decay.</p><p>Required Marks of Decay are always used to offset Corpus powers.</p><p>6. Calculate Signum by adding up the total number of Marks of Decay. Adjust the effects of any Corpus powers and Marks of Decay that are altered by Signum.</p><p>When Gariach created the first Risen Dead, his procedures were tailored towards humans, and thus would only work on human corpses.</p><p>Over the centuries Gariach’s Paths have been greatly modified, with varying results, including the ability to create demi-human Risen Dead.</p><p>Regardless of the alterations made to the procedures, the methods of creation only effect corporeal humanoid corpses. Attempts to create Risen giants, dragons and other monstrous undead have met with varying degrees of failure - although there have been some successes: the destruction of the coastal town of Amburgh is thought to be as the result of an attempt to create a Risen kraken by a cult devoted to its worship. What became of the hopelessly insane, undead creature remains a mystery.</p><p>The procedures used to transform magical creatures into Risen are as yet unknown. But the secrets are out there...</p><p>Gariach was ready. For hours had he prepared, casting spells, performing rites and scattering ointments and powders into the air. Sariah’s face was sprinkled with silver, her cheeks glistening like fire when the light from the candelabra caught it.</p><p>The mage stood at the head of the great stone dais upon which his wife lay. He took up a great book in one arm, and raised the other to the skies, “Relash-uurman, est, ethlakar,” he shouted, as if speaking directly to the heavens, “Uvuuth Ost Avantikarr,” the words echoed throughout the Manse, repeating themselves over and over until they finally faded from hearing. In response, lightning crashed somewhere overheard.</p><p>“Wake up, my love.” Gariach whispered, bending over the motionless form of his wife and reaching out to take her hand.</p><p>Yet he faltered; for all of his desires, all of his conviction, something deep within whispered to him – as it did every night when he lay writhing in his bed – the voice of doubt.</p><p>This will never be your wife Gariach. Oh she will be returned to you, but she will never be the same. She may look the same, she may sound the same, but nothing you do will ever return your wife to you.</p><p>Be silent, fools! He hissed inwardly. Cease your taunting. My wife will be returned to me.</p><p>The voices were silent.</p><p>The next moments were a blur. Gariach performed the remainder of the ritual, screaming out a mix of near-unpronounceable vowels and harsh, grinding consonants. With every word, lightning ravaged the world outside the Manse and rain lashed down upon the windows. Finally it was almost dawn, when, exhausted and hoarse beyond words, Gariach said the final words of the ritual that would infuse his wife with vitality once more. The morning sun glimmered upon the horizon, a pale sliver of orange in a plum-colored sky and still lightning raged overhead, illuminating the chamber in electric yellow, and casting stark shadows across the walls.</p><p>Lightning crashed across the chamber; the chandelier exploded with a deafening crack, sending sparkling cinders of glass cascading across the room. Gariach lifted up his arms protectively to shield his eyes, and waited, feeling his heart pounding in his chest.</p><p>The room was quiet, and deathly still. The dust had slowly settled and a terrible silence had fallen over the Manse. There on the dais, alone and bathed in twilight, Sariah opened her eyes…</p><p>An intriguing way to include the Risen in an existing campaign is to have a recently deceased character return to unlife – intentionally or otherwise. Although normally infallible, a raise dead or similar spell may go awry. Interference of evil spirits; impure thoughts on the part of the caster; location, or the flaws inherent in the beliefs of a cleric have all been known to cause ill effects with spellcasting – leading to the return of a character as one of the Risen Dead.</p><p>The Character has died and gone to their god, but they have been punished for their crimes/lack of faith and returned to the mortal realms as one of the Fallen; a Risen of any particular type.</p><p><strong>Alchemical Zombie:</strong> The Path of Alchemy allows the creation of Alchemical Zombies, living dead beings bound to their life-giving Serum.</p><p>When Gariach first began his studies to restore life to his beloved wife, he discovered the life-giving properties of the raw elements of nature. When brewed to the most precise alchemical specifications, the resulting viscous fluid (called Serum) will restore life to the dead. While scholars have been seeking the formula for the elixir of life for centuries, Gariach discovered that it was in fact easier to approximate it through a process that created not actual life, but a facsimile of it. This ‘elixir of unlife’ was the closest thing to restoring life to the dead, although it never quite brings them back as they once were…</p><p>The Path of Alchemy is the only way in which a mortal may transform himself into one of the Risen (although injecting oneself with Serum involves certain death with no guarantee of successfully reanimating as an Alchemical Zombie). Such are the risks of gaining great power and life after death.</p><p>An alchemist must be in possession of a working reanimation formula before they can begin making Serum. The formula is rarely found and even more rarely sold. Researching the formula requires 4d6 months, but the alchemist must have some rudimentary information upon which to work (without such a base, research takes 2d6 years).</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. An application of Serum provides 10 points of Corpus (to an Alchemical Zombie only).</p><p>Correctly brewed Serum is a viscous golden-yellow fluid that smells strangely organic and rather coppery. Serum can only be made in a well-stocked laboratory or a room specially equipped to brew it. A single corpse provides sufficient bodily materials to make two to four applications of Serum. Once distilled, Serum lasts indefinitely (although particularly old Serum may have a number of unusual side-effects: it might create horribly deranged Risen, or it may not work at all).</p><p>Once prepared, the Serum must be injected into a fresh cadaver. The first injection is the most important part of the process, and is exceptionally sensitive to the condition of the corpse. For every hour that has passed since death, there is a 10% chance that something will go wrong with the reanimation process. Insufficiently fresh corpses will result in animating creations with unexpected side effects (they may arise with horrific mental defects or monstrous urges).</p><p>If the formula has been successfully brewed, the Alchemical Zombie Kindles immediately and stirs into unlife within 2d4 hours.</p><p>If injected into a living person – the target must make a Fortitude save every hour (DC 18) or lose 1 point of Constitution. When they reach 0 Constitution, they die an agonizing death (the cure requires a neutralize poison and a heal (or better) spell from a 10th level cleric). The corpse will then arise 2d12 hours later as an Alchemical Zombie.</p><p>While many alchemists may be willing to perform the grisly task of reanimating human dead, others are content to work on more simple creatures. Animals can be reanimated much in the same way as living beings (with a much smaller dose of Serum). As with living mortals, the process is not exact and on occasion the use of Serum can create monstrous aberrations with terrible mental deficiencies: bloated, killer rats and blood-hungry dogs.</p><p>The Alchemical Zombie is such a theory made manifest: a cadaver reanimated by the application of alchemy through Serum: the elixir of unlife.</p><p>Of all the Risen Dead, the Alchemical (or Serum) Zombie appears the least corpselike. This is in part because the process only works on the freshest of corpses, and partly because the Serum is a powerful preservative.</p><p>“Alchemical Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.</p><p>Distill Serum feat.</p><p><strong>Eldritch Zombie:</strong> The Path of Sorcery allows the creation of Eldritch Zombies, monstrous beings that devour magic.</p><p>Of all the routes Gariach followed to restore Sariah, the Path of Sorcery was perhaps the most terrible, for it called upon the darkest of enchantments to create a being that was literally ravaged by magic.</p><p>The Rite of the Scourge: This mystical rite creates an Eldritch Zombie. It is considered a most terrible ritual, both in its performance and upon those it touches. There are few that will risk the wrath of the gods to perform it and even fewer that actually choose to perform the Rite of the Scourge upon a willing subject.</p><p>The rite can be taught by a willing teacher or from a book. It takes approximately a week to learn the complex incantations and gestures necessary to perform the rite from a teacher, and no less than a month to study the processes set down on paper.</p><p>The rite requires many rare and complex items in order to be successfully performed. The caster must ensure that the corpse to be Kindled was slain by a magical death effect (such as power word kill). Most necromancers bring a living body back to their laboratory where they can prepare it at their leisure.</p><p>The rite requires that a circle of silver is drawn around the cadaver as well as the lighting of many candles made from the fat of arcane spellcasters. The rite takes four hours to perform, and must result in the destruction of a magical item that is at least as old as the caster. The caster may have no assistance in performing the rite and all items used cannot have been touched by another living being within one month of their use or the entire process must be started afresh.</p><p>Once the rite is completed, the caster makes a</p><p>Spellcraft check (DC25) to Kindle the corpse. A success infuses the cadaver with the mystical energies of the Scourge, reanimating them as an Eldritch Zombie with a single point of Corpus in 1d4 hours. It must feed within one hour of its creation or fall back into a mystical slumber from which it cannot be awakened.</p><p>A Scourge is often spontaneously animated (in very rare cases) when the dead are buried (or have fallen) in places rich with powerful magic (such as: areas of wild magic, sites of powerful rituals or the resting place of an artifact). A creature slain by excessively powerful magic may also arise as a Scourge (a mortal slain by a wish spell, for example), although such reanimations are rare indeed.</p><p>Animated in places of great magical power, the Eldritch Zombie is blight upon magic.</p><p>They do not realize that I was created by the darkest powers to devour their arcane mumblings.</p><p>“Eldritch Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Rite of the Scourge feat.</p><p><strong>Ether Zombie:</strong> The Path of Ether allows the creation of the Ether Zombie, undead beings that can temporarily expend their life force to animate the dead around them for a period.</p><p>Gariach speculated that a body could be reanimated through infusions of spiritual energy from other living beings. He believed that by binding the souls of the living to the preserved spirit of the deceased, he could tether a soul to reality - thus allowing complete reanimation. The resulting process creates yet another undead being, but the creature has a more malleable spirit, buffered by the forces of necromancy and sustained by the life force of the living.</p><p>Gariach successfully mastered this process and created several creations (he named Ether Zombies) before discarding the process as being ‘unsuitable’ for the reanimation of his dead wife. He deemed the procedure ‘too fickle’, that ether was highly unstable, and that it produced uncertain mental aberrations in those reanimated.</p><p>Often considered one of the most gruesome of the Paths of Gariach, the Process of Necrotic Transfusion involves the direct transfer of life force from the living to the dead. Through specially crafted receptacles, the cadaver is prepared and then is Kindled at the expense of the living. This process creates an Ether Zombie (although the results are not always certain; many aberrations have been made over the years as a result of incorrectly applied amounts of life force). The draining of life force from the living is said to be agonizing and many careless necromancers have been destroyed by the local militia, having been alerted to the grisly goings-on by the wails of the still-living echoing from their laboratories.</p><p>This procedure is inherently dark and only non-good characters will ever perform it. There are those that consider using evil (or the unspeakably wicked) souls in the process, believing that in the destruction of their souls, the balance against the living is repaid ‘an eye for an eye, a tooth for a tooth’, but many consider it the highest crime against life and indeed, against nature itself.</p><p>The process can be learned by any would-be scholar from a necromancer that has successfully performed the procedure on at least five separate occasions. It takes approximately 40 days (minus the Intelligence score of the pupil) to learn and the student must successfully perform the process to complete their training.</p><p>The Laboratory must be well-prepared for the reanimation process. It must have both an Ether Machine, the receptacles for the energy transfusion as well as a number of Ether Glyphs needed to store the spiritual energy required for the process.</p><p>In addition, the laboratory must be spiritually warded against extra-planar intrusion as well as having sufficient space for the living that are part of this process (usually glass containers that stand upright from which enchanted tubes pass their essence into a central ‘refinement’ crystal).</p><p>The creature to be reanimated must be slain with the draining of each of their levels into a number of magical receptacles known as Ether Glyphs. The corpse must be embalmed with an acrid smelling substance made from organic minerals, life-giving salts and ether. The necromancer must then tattoo various mystical symbols upon the body of the cadaver (this takes about eight hours). These tattoos capture the ether and magical essences, focusing the spirit and allowing the Risen to harness the life force of others.</p><p>The necromancer needs to know how much life force he needs to instill into the corpse before he can reanimate the flesh. He does this by ‘weighing’ the soul of the (still living) creature with Spirit Scales – a mystical device made up of tiny bronze weights that weigh the soul and tell the necromancer exactly how much life force he should use in the creation process. A heavy (higher level) soul requires a lot of life force whereas a weaker (lighter) soul requires only a small amount.</p><p>The process takes between ten and twenty minutes to perform, involving the spiritual energy of the living being stripped from their bodies and bound into the cadaver. It takes approximately one minute to drain one level from a mortal (the process confers one negative level upon them per minute; these levels are restored if the process is interrupted before its completion). At the end of the process, the spiritual energy is transfused into the cadaver in an incandescent swirl of life essence. Ribbons of amber, violet, azure and vermillion burst around the corpse as the Ether Glyphs release their vital energy. At the end of the procedure, the Ether Zombie is immediately Kindled, with Corpus equal to its maximum Permanent score.</p><p>The souls used in the Kindling process are forever destroyed with no possible chance of resurrection. They have been absorbed by the Ether Zombie and cannot be separated. It would take nothing short of a miracle far beyond the power of the gods to unwork such terrible magic. This is considered a most despicable form of reanimation.</p><p>“Ether Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Process of the Necrotic Transfusion feat.</p><p><strong>Golem Zombie:</strong> The Path of Surgery allows the creation of Golem Zombie, beings created not from one corpse but from many stitched together and animated by the primal energies of nature.</p><p>The Surgical Process: This rather ghoulish process creates a Golem Zombie: a being reanimated from death, the spark of life rekindled through an electrical process. Through this procedure, the creator literally makes a humanoid by stitching together the preserved body parts of others.</p><p>The brain, internal organs, limbs and even flesh must be sourced and carefully preserved in liquids painstakingly brewed to ensure the organs are kept in perfect condition before they are used.</p><p>The process can be learned from a surgeon with the skill (taking just 2d4 months) or it can be discovered through careful research and painstaking (and ghoulish) experimentation. The researcher may make an Intelligence check at the end of each full year they have spent researching the Path of Surgery (DC 30). The DC falls by 1 with every additional year they spend in study. With comprehensive notes from another surgeon, the DC falls to 25 (-2 per additional year of study).</p><p>A Golem Zombie is created through a combination of surgery, crafting and alchemy. It must comprise of at least six separate components: head and brain, torso, two arms and two legs. The majority of the components must come from living creatures, but need not necessarily come from the same creature. Note: Some body parts, with the exception of the head and brain, may be artificial. A Golem Zombie may be constructed with weapons grafted in place of an arm or hand (this requires specialist knowledge - see Black Surgeon).</p><p>To assemble the components the crafter must bind them together using a combination of staples, metal studs and leather straps. Construction can take a variable number of hours, depending on the number of cadavers used and the quality of the internal organs. It takes approximately eight hours to prepare a creature for reanimation (if all the parts are prepared in advance).</p><p>Once the creature is made, the creator must make a Craft (Leatherworking) check and a Heal check (both with DC 15). A success has crafted a corpse suitable for reanimation. The flesh must then be injected with a thick and syrupy embalming fluid that reacts to electrical energy.</p><p>There are occasions when a surgeon does not have access to all the internal organs and body parts required for the creation of a Golem Zombie. In such instances, flesh and organs can be preserved indefinitely with their injection and/or suspension in preserving fluid. The creation of this fluid requires an alchemy skill of 12 ranks and costs 100 gp for sufficient fluid to contain one internal organ (such as the brain). Preserving fluid takes approximately twelve hours to brew and requires a well-stocked laboratory.</p><p>To reanimate the flesh, a mechanical device known as a Brass Heart must be fashioned and inserted into the chest cavity of the assembled corpse. Roughly spherical, the Brass Heart costs 500 gp and requires a Crafting (metalworking) skill of 12 ranks and has a crafting DC of 20. While inside the Risen, the Brass Heart is wholly inert and cannot be affected in any way.</p><p>The demands placed upon a creator to successfully reanimate the flesh are considerable. They must have access to large amounts of electricity to Kindle the cadaver, plus their laboratory must be well-stocked with some very expensive equipment. Most surgeons build their laboratories on high ground where storms are frequent or use magic to conjure storms when needed. Some employ druids to assist them in their grisly work, while others learn the elemental spells needed to power their experiments.</p><p>It costs approximately 10,000 gp to 50,000 gp to purchase and set up the equipment needed to specifically reanimate the dead. Many items parts are hard to find and their installation can raise some strange questions by those building their recondite devices in mysterious laboratories high up in stormy mountain ranges.</p><p>Once all preparations are complete, the newly prepared cadaver must receive eight points of electricity damage for every point of Corpus the Golem Zombie is to possess. This ‘charging’ must be inflicted within one hour of the Corpse’s completion, or the entire Kindling process must be done afresh. A newly Kindled Golem Zombie begins with a Temporary Corpus score equal to its Permanent Corpus.</p><p>The Golem Zombie is not created from a single corpse, but from the body parts of several creatures stitched together to create a Risen not unlike a flesh golem in appearance.</p><p>“Golem Zombie” is an acquired template that can be added to any corporeal creature or creatures.</p><p>Craft Golem Zombie feat.</p><p><strong>Mock Zombie:</strong> The Path of Corruption allows the creation of Mock Zombies, beings animated through vampiric energy and bound to an ever-changing, liquid form.</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. He was experimenting with unlife, in particular with vampires and liches, studying the necromantic processes involved in their creation. He called this the Path of Binding, and in trying to recreate the process, discovered that the necromantic energies could be corrupted, transforming vampires and mortals into the creatures now known as Mock Zombies. Through this process, mortals that would otherwise become vampires would instead become lesser creatures, the entropic forces diminishing their essence and leaving them filled with festering rot and decay.</p><p>The Path of Binding was designed to harness the necromantic energies of the undead in an attempt to restore life to the slain. The process, through a complex array of crystals and cables, was intended to channel the energy of the undead by converting entropic energy into life-giving vitality. It failed, corrupting all used in the procedure, turning them into Mock Zombies. Its name was changed and it was left as nothing more than a curse, used by evil necromancers to transform their enemies into Mock Zombies.</p><p>Any man of science, alchemy or learned individual can learn this Path, having a very well equipped laboratory designed specifically for the purpose of reanimating the dead. The process can be mastered with a teacher in 1d6 months, or it can be researched, but it is very hard to learn. The student must have access to several Mock Zombies and at least one powerful corporeal undead creature. Research takes 1d4+1 years, at which point the researcher can make an Intelligence check (DC25). Every additional year they spend in research allows another Intelligence check to master the creation process (the DC is lowered by 2 for each additional year of research).</p><p>The binding process is not only expensive, it is time-consuming and difficult to perform. A necromancer must have a well-equipped laboratory before he can begin the process. He must have an network of quartz crystals and magical cabling installed, costing 50,000 gp to purchase and requiring six months to prepare. He must have a wide range of rare potions and unguents to inject into and apply to the corpse costing in the region of 5,000 gp.</p><p>Lastly, the equipment needed to perform the binding process is fragile, expensive and time-consuming to create, costing around 20,000 gp and taking approximately four months to make.</p><p>The cadaver must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A vampire of no fewer than 5HD must be used to power the procedure. The vampire must have been in existence for longer than one year (or they can not provide sufficient energies to fuel the necromantic process).</p><p>The process takes about one hour for the necromantic energies to pass from the vampire to the cadaver. Blue-black flashes of energy coruscate between the two corpses during the process as the vampire grows slowly weaker. Finally, the vampire passes into a form of unconsciousness, and finally, death, at which point they are reduced to inert ashes (from which there is no returning). At the end of the process, the corpse is animated as a Mock Zombie with 1 point of Corpus for every hit die the vampire possessed.</p><p>A Mock Zombie is almost never created deliberately, instead created by mistake when a vampire fails to rise after the Black Kiss (or through some other vampiric creation process - but never through a typical spell). It is not unheard of for entire groups of vampires to fail to rise when expected, only to emerge over the centuries as Mock Zombies. Rumors abound of a terrible rite known to the Black Council that is powerful enough to strip a vampire of his mystical prowess and forcing his undead flesh to decay, turning him into a Mock Zombie.</p><p>The Mock Zombie is a would-be vampire whose Black Kiss has failed and caused them to lie in their coffins for weeks, months or even years before they rose, not as one of the Children of Vangual but as one of the Risen.</p><p>“Mock Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.</p><p>Create Mock Zombie feat.</p><p><strong>Revenant Zombie:</strong> The Path of Invocation allows the creation of the Revenant Zombie, a being pulled from their eternal slumber in order to perform a task for their creator.</p><p>The Rite of Pathos conjures a spirit and Kindles a corpse into a Revenant Zombie, either to right an injustice or to (more commonly) bind a particular spirit to a necromancer’s will for a period, forcing them to endure a form of slavery.</p><p>The ritual can be learned by any with</p><p>the desire and ability to learn it. It is jealously guarded by scholars and the necromancers that know it. Few actually know the true rite; most animate wisps of smoke and deranged spirits from the nether realms. It takes just 48 hours to learn the rite from one that has successfully performed it and 7 days to learn if the pupil has only the written form of the rite from which to learn.</p><p>The caster must protect the area in which he is to perform the Rite with a mystical circle scribed from a powdered mix of silver, salt and chalk. Failure to correctly perform the protective rites will result in the nether spirits conjured during the ritual being loosed to attack the caster during the rite. The caster must be present at the location of the deceased, or at some location that has a direct bearing on their death (such as the place of their demise).</p><p>The rite takes 1 hour to perform, during which time the caster cannot be disturbed or lose his concentration in any way (lest the rite fail and any spirits conjured be let loose upon him). The caster must be in possession of an item that was of value to the deceased in order for the rite to work. This can even be a living member of the deceased’s family (if the necromancer wishes to have a bargaining chip under his belt during the Covenant of Binding).</p><p>At the Rite’s conclusion, the deceased’s soul materializes to form the Covenant of Binding with the necromancer. If both parties agree, the spirit is bound into its original body (or the body of another should the original be unsuitable) and the Revenant is Kindled on full Corpus.</p><p>Some emotions are so strong that their reach extends beyond the grave, clutching at the hearts of the dead and refusing them rest. Love, hate, revenge and loyalty are all emotions strong enough to bring a Revenant Zombie back to life. Revenants walk the earth for two very different reasons:</p><p>Bound Revenants: By being bound by a necromancer or powerful figure for a period of service.</p><p>Unbound Revenants: To complete a task left incomplete by their death – to avenge the death of a loved one; to hunt down and slay the last of their hated foes, or to rescue the master in whose service they died defending.</p><p>Unbound Revenants: Are created spontaneously (or are summoned) due to something bringing them back from death. All have some mission upon the earth (their Quest) that they must complete before they can find eternal rest.</p><p>“Revenant Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Spontaneous animation, while rare, happens occasionally. It is usually triggered by powerful emotion at the site of a mortal’s death (or where they have a connection to the mortal realms). Tears of the bereaved upon their gravestone, or the blood of the innocent; there are many ways to trigger the return of a Revenant. Strong emotions can, with the aid of magic, stir the dead back into life, albeit with a terrible desire to put right their wrongs.</p><p>The Rite of Pathos feat.</p><p><strong>Calthar Brecht, Human Alchemical Zombie Wizard 10:</strong> ?</p><p><strong>Irisu, Human Eldritch Zombie Rogue 5, Assassin 5:</strong> It was not the wizard that slew Irisu, but his magical defences. But death was not the end for Irisu, for the magic that slew him also reanimated him as a Scourge.</p><p><strong>Brevik Enkilian, Human Ether Zombie Wizard 14:</strong> ?</p><p><strong>Tolvek, Human Golem Zombie Barbarian 12:</strong> In life he was four or five different people, mostly warriors from his tribe, all slain by the wizard Kathrasin. Tolvek was reanimated by the evil wizard to serve as a bodyguard.</p><p><strong>Ricard Lupus, Human Mock Zombie Rogue 10:</strong> In life, Ricard was a thief and grave robber with a penchant for fencing artifacts and relics. One night he had the misfortune of breaking into a tomb inhabited by a beautiful vampire who, taking a fancy to the unfortunate thief, gifted him with the Black Kiss. Before Ricard could rise as a vampire, a group of priests attacked the vampire, staking her and consecrating the ground. Ricard lay in a state of limbo, not quite dead and yet not alive either. It was five years later that Ricard awoke, not as a vampire but as a Mock Zombie.</p><p><strong>Kargan, Human Revenant Zombie Fighter 12:</strong> ?</p><p><strong>Ash Dragon:</strong> They reproduce by stealing the eggs from other dragons and corrupting them with powerful necromantic rituals.</p><p><strong>Feral Zombie:</strong> A feral zombie is created when a mortal is slain (or bitten within seven days) by a Risen. These corpses Kindle, creating a creature with dark, terrible eyes, the ability to move normally, and an endless and ceaseless appetite for living flesh: a feral zombie...</p><p>Any creature slain by a feral zombie rises up as a feral zombie within 1d6 rounds. Any creature bitten or scratched by a feral zombie that dies within seven days of receiving that wound will automatically rise up as a feral zombie.</p><p>A creature slain by an Eldritch Zombie has a 5% chance of rising up as a feral zombie.</p><p>There is a 1% chance for every level/HD of the Ether Zombie that any mortal upon whom they slay through feeding will reanimate as a feral zombie within 1d6 rounds of their death.</p><p>The cadaver to be turned into a mock zombie must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie).</p><p>A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.</p><p><em>Curse of the Undead</em> spell.</p><p><em>Stricken</em> spell,</p><p><strong>Flayed Zombie:</strong> The flayed zombie is a horrific monstrosity created by the Black Cabal for use as a potent warrior and assassin.</p><p>A flayed zombie is created by having their skin painfully removed by another flayed zombie, or by a mage using the excoriate flesh spell.</p><p>Any humanoid slain by a flayed zombie’s excoriate attack will rise as a flayed zombie in 1d4 rounds.</p><p><em>Excoriate Flesh</em> spell.</p><p><strong>Frost Zombie:</strong> The tragically slain corpses of past adventurers, the frost zombie exists only in freezing climes, for they rely on the cold to slow the rate of decomposition of their flesh.</p><p><strong>Gangrel Zombie:</strong> Gangrel zombies are afflicted with a virulent magical disease known only as Pain. Any character receiving damage from a gangrel zombie must make a Fortitude save (DC 15) or be afflicted with Pain. Characters infected with Pain immediately lose 1 hit point and a further 1 hit point at the start of every round. A terrible agony fills those afflicted as their flesh begins to burn from within. Lost hit points incurred due to Pain can only be healed naturally; the disease is highly resistant to magical curing and it can only be removed by a remove disease spell. A target may only contract Pain once at any one time and once cured, are immune to the effects of the disease for 24 hours. If a character falls to 0 hit points, they are overcome with agony for 10 rounds (stunned) while their flesh boils and their minds collapse. Thereafter they rise up as a gangrel zombie.</p><p><strong>Hollow One:</strong> Hollow Ones (or hollow zombies) are the shells of the Risen that have wholly succumbed to the Decay. Their spark of life has been extinguished and their soul forever lost to the swirling mists of entropy. In its place emerges a dreadful malevolence and hunger, desiring nothing more than to feed upon the life force of the living.</p><p>“Hollow One” is an acquired template that can be added to any corporeal Risen Dead.</p><p>Any humanoid slain by a Hollow One rises up as a Hollow One in 1d4 rounds.</p><p>A Risen that loses all of their Corpus energy wholly succumbs to the Decay. Their life force is depleted, their mortal minds forever stripped away. They become Hollow Ones: mindless creatures possessed with naught but an unquenchable hunger for the essence of the living.</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.</p><p><strong>Ooze Zombie:</strong> The spawn of Mock Zombies, they are known as carrion eaters for they are Any creature slain by an ooze zombie rises up as an ooze zombie in 2d6 rounds.</p><p>the cleaners of dungeons, readily devouring anything put in front of them.</p><p>A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.</p><p><em>Ooze Transfiguration</em> spell.</p><p><strong>Sanguine Zombie:</strong> Sanguine is a magical disease devised by the Black Cabal to render the mortal populace vulnerable to vampiric domination. Their experiments failed, creating a disease that mutated, filling those infected with a terrible thirst for violence and stripping them of their higher brain functions. Creatures infected by Sanguine quickly lose their minds, becoming highly feral, hungry for the blood of the living.</p><p>Sanguine is highly contagious, passed from person to person via saliva or blood. Someone bitten or scratched by an infected creature is swiftly filled with a terrible bloodlust. In time, the hunger consumes their life essence, leaving them forever a blood hungry sanguine zombie.</p><p>Sanguine is a magical disease that affects all living creatures not otherwise immune to magical diseases. A creature that comes into contact with the infection must succeed at a Fortitude save (DC 18) or contract Sanguine infection immediately. On infection, the victim loses 1d6 points of Intelligence and Wisdom, and 1 point of Intelligence and Wisdom per round thereafter as the virus courses through their bloodstream. A creature reduced to 0 Intelligence or Wisdom is immediately overcome by a terrible bloodlust, lashing out and attacking everyone near them, discarding weapons in favor of teeth and nails.</p><p>Each day following infection the creature loses 1 point of Constitution. When reduced to 0 Constitution an infected creature dies and rises as a sanguine zombie.</p><p>“Sanguine Zombie” is an acquired template that is added to any living creature that has a skeletal system slain by the Sanguine infection.</p><p><strong>Blight Zombie:</strong> A magical disease of unknown origin, the Voracious Wasting afflicts its victims with an inhuman hunger for human flesh, combined with a terrible rotting.</p><p>The disease is passed on through blood, bites and wounds caused by the infected. A victim may only contract the disease once at any one time and only magical detection will alert a character to the presence of the Voracious Wasting.</p><p>A character must make a Fortitude save (DC 16) to shrug off the effects of the disease when it is first encountered. A failed save causes the victim to lose 1 point of Constitution, Wisdom and Dexterity each day. When their Wisdom reaches 0 the victim has reverted to a completely bestial state and will gorge themselves as much as they can upon human flesh or upon any raw food they can obtain. When their Constitution or Dexterity reaches 0, they have wasted away and arise within 1d6 hour as a blight zombie.</p><p>Once the Wasting is contracted, the victim seems relatively normal for a few days (until they reach half Constitution). At that point they begin to develop a desperate thirst that they cannot sate. After few more days, they begin to develop purple lesions across most of their body. Their hair begins to fall out, their breath grows increasingly more fetid, and they grow yellow, discolored nails. In the final stages of the disease, the victim is sullen, their mind and bodies dimmed, the hunger for flesh uncontrollable. A character that dies while they are infected by the Voracious Wasting immediately rises up as blight zombies one round later.</p><p>The Voracious Wasting may not be naturally cured with the heal skill. Only a cure disease spell (or more potent healing) will remove the disease from a subject, but only within the first 24 hours of infection. Thereafter, the infected character must have all ability points (lost to the Wasting) restored before a cure disease will be effective upon them.</p><p><strong>Necrotic Bacteria:</strong> ?</p><p><strong>Zombie Flesh Eater:</strong> Flesh eaters are undead beings fuelled by powerful necromancy, but their creators have conferred upon them the need to eat living flesh to remain animated and to stave off any signs of rot. Any undead-creation spell (such as animate dead) can make flesh eaters (so long as the necromancer knows how to alter the spell to do so).</p><p><strong>Grafted Zombie:</strong> Black Surgeon Perform Surgical Graft powers.</p><p>Necromancer Grafting feats.</p><p></p><p><strong>Undead:</strong> This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead.</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown.</p><p>Ether Zombie's Minions of the Dead power.</p><p><strong>Zombie:</strong> When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen.</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.</p><p>If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie.</p><p>There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means.</p><p>A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days.</p><p>A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.</p><p>A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours.</p><p><em>Rite of Returning</em> spell.</p><p><em>Power Word Reanimate</em> spell.</p><p>Ether zombie's Echoes of Life power.</p><p></p><p>RITE OF RETURNING</p><p>Necromancy</p><p>Level: Clr 4, Nec 4, Sor/Wiz 5</p><p>Components: V, S, F</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One creature</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell infuses any of your living minions with powerful necromantic energy. They lose 1d4 hit points that only return after the expiration of the spell. If they are slain during the spell’s duration, they immediately rise up as a zombie 1d4 rounds later.</p><p>Focus: A circle of silver</p><p></p><p>POWER WORD REANIMATE</p><p>Necromancy</p><p>Level: Clr 9, Nec 8, Sor/Wiz 9</p><p>Components: V, S, F</p><p>Casting Time: 1 action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Duration: Instant</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell causes a wash of necromancy to swirl out from the speaker of the single power word. This reanimates all corpses in the area of effect as 1 HD skeletons and 2 HD zombies depending on the condition of the corpses. Corpses rise up at the end of the round and can act at the start of the next round.</p><p>Focus: A sphere of obsidian</p><p></p><p>CURSE OF THE UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Clr 2, Nec 2, Sor/Wiz 3</p><p>Components: V, S</p><p>Casting time: 1 action</p><p>Range: Close (25 ft. + 5 ft. per level)</p><p>Effect: 1 living creature</p><p>Duration: Special</p><p>Saving throw: Fortitude negates</p><p>Spell resistance: Yes</p><p>This foul spell afflicts the subject with bands of powerful necromantic energy. If the subject victim dies within a year and a day of this curse being uttered, they immediately rise up as a feral zombie 1 round after their death.</p><p></p><p>STRICKEN</p><p>Necromantic [Evil]</p><p>Level: Nec 5, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The subject is afflicted by a malevolent wasting condition that makes them feel strangely nauseous and unable to eat. They lose 1d4 points of Constitution on the spell’s completion. This Constitution is not regained until the condition is cured or the spell is neutralized. A character loses 1 from their maximum hit point total at the end of every day and receives a -4 penalty to their Fortitude saves. If they are reduced to 0 hit points through this spell, they rise up as a feral zombie within 1d6 rounds.</p><p>Material Component: Fennel steeped in the poison of an adder.</p><p></p><p>Ooze Transfiguration</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 30 minutes</p><p>Range: 10 ft. per level</p><p>Target one creature</p><p>Duration: instantaneous</p><p>Save: Fortitude</p><p>Spell Resistance: Yes</p><p>This spell transforms a vampire into an ooze zombie. It is considered the worst of curses, only ever performed on those that have committed the most terrible of crimes.</p><p>Arcane Material Components: A sprinkling of fresh Mocked Vampire ichor.</p><p></p><p>DISTIL SERUM [ITEM CREATION]</p><p>You can brew Serum</p><p>Requirements: 7th Level, Brew Potion, Intelligence 15</p><p>Benefits: You can make Serum provided you have a well-equipped laboratory and the correct ingredients (as listed above). You must have access to a working formula before you can comprehend the complex nature of this feat.</p><p>XP Cost: 500 XPs per Hit Dice.</p><p></p><p>RITE OF THE SCOURGE [ITEM CREATION]</p><p>You can create Eldritch Zombies</p><p>Requirements: Write Scroll, must be able to cast 5th level spells</p><p>Benefits: You can create an Eldritch Zombie; a Scourge. A character can only make one Scourge at any one time. A character can assist in any number of Eldritch Zombie creations, but they themselves may only have one Scourge that they personally created with the Rite of the Scourge.</p><p>XP Cost: 1000 XPs per Hit Dice.</p><p></p><p>PROCESS OF THE NECROTIC TRANSFUSION [ITEM CREATION]</p><p>You can create Ether Zombies</p><p>Requirements: Write Scroll, must be able to cast 5th level spells, Intelligence 16+</p><p>Benefits: So long as you have a suitably equipped laboratory, you can create a permanent Ether Zombie.</p><p>XP Cost: 400 XPs per Hit Dice</p><p></p><p>CRAFT GOLEM ZOMBIE [ITEM CREATION]</p><p>You can manufacture a Golem Zombie.</p><p>Requirements: Craft: Metalworking (12), Craft: Leatherworking (15), Heal (12), Knowledge (Anatomy) 12</p><p>Benefits: You can manufacture a Golem Zombie as per the procedures above.</p><p>XP Cost: 600 XPs per Hit Dice</p><p></p><p>CREATE MOCK ZOMBIE [ITEM CREATION]</p><p>You can perform the process needed to create a Mock Zombie.</p><p>Requirements: Craft (alchemy) 10 ranks; able to cast 5th level spells.</p><p>Benefits: You have learned the Path of Corruption and can successfully make Mock Zombies (providing you have access to the correct ritual components).</p><p>XP Cost: 300 XPs per Hit Dice.</p><p></p><p>THE RITE OF PATHOS [ITEM CREATION]</p><p>You can summon and bind a Revenant to you.</p><p>Requirements: 12th Level, able to cast 5th level wizard spells.</p><p>Benefits: You can summon and bind one Revenant to you (but only one at any one time). You must comply with the Covenant of Binding lest the Revenant be set free (and released with the ability to destroy you).</p><p>XP Cost: 800 XPs per Hit Dice</p><p></p><p>THE BLACK SHIVERING</p><p>This disease is carried by many forms of the undead, and is a terrible plague indeed. The Shivering can destroy an entire town, while the population remains unaware that they are the victims of a plague at all.</p><p>Origins: Created by a group of life-hating necromancers, the Black Shivering is designed to slowly whittle away at a population while working in complete secrecy.</p><p>Symptoms: The Shivering afflicts a victim in subtle ways. The target loses 1 from their maximum hit point total once for every 24 hours of the affliction. The character will not be aware of the condition until their hit point total has fallen to half, at which point they will start to feel strange and somewhat light-headed. Note: To avoid suspicion, characters should not know their new hit point totals as time passes, only that they are suffering from some mysterious affliction (thus adding to the suspense and fear of their unknown malady). As the disease progresses (reaches 10 hit points or fewer), the victim’s flesh begins to dry painfully, then begins to disintegrate, nails yellow then fall off, and lips start to wear away, until the teeth begin to show. In the final stages of the disease, the flesh on the victim’s body turns a yellow-parchment color with bloody blotches.</p><p>Death: A character reduced to -1 hit points from the Shivering, rises up as a standard zombie in 1d3 days.</p><p>Curing: The Shivering can only be removed by a 15th level cleric and a wizard of the same level (or higher). The wizard must begin the curing by successfully casting dispel magic (targeted dispel - DC 25). If successful, the cleric must then cast the spells: remove disease and heal. A fail at any part of the process and the curing must be started anew.</p><p>Notes: Those that contract the Shivering do not register as being afflicted by any form of disease. The Shivering is almost completely immune to most forms of magical detection. Only the most powerful detections performed by a 15th level character or higher will recognize that there is any form of magical ailment affecting a character (and even then the results will be vague and unspecific ‘a character will know that there is ‘something’ amiss with another, but not exactly what’).</p><p></p><p>CONTAGION</p><p>This is a disease carried by many Risen (and some zombies). Their claws and teeth glimmer with a nacreous green radiance and they seem to be filled with an abnormal malevolence that even the most non spiritually aligned can detect.</p><p>Origins: No one knows (or will accept responsibility) exactly where Contagion began. Many believe it to have been created in some laboratory under the scrutiny of vampire wizards and evil liches.</p><p>Symptoms: When a character is infected with Contagion, they do not heal naturally. Wounds steadily worsen and if left unchecked, a character will eventually die. While magical healing will work on them, their bodies simply do not recover from injury on their own. They suffer a -4 penalty to their Fortitude saves, and -8 against all forms of diseases and poisons.</p><p>Death: A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.</p><p>Curing: Contagion can only be cured by a neutralize poison and a remove disease spell cast by a 10th level cleric or higher. Anything else will not work (although higher-level curing will always be successful).</p><p>Note: there are new (and even more terrible) versions of Contagion in existence that are even granted a save against the curing effects of a cleric. This enhanced version of Contagion saves against any curing attempts as a 15th level wizard.</p><p></p><p>ENTROPY</p><p>This disease was designed to gain revenge upon the strong and the powerful. While its effects are slow, there are few known cures, and most that contract it, eventually dies a horrible wasting death...</p><p>Origins: No necromantic group will take credit for Entropy. It is believed to have originated on the higher planes. The elves call this disease the ‘black wasting’ and treat the afflicted like lepers.</p><p>Contracting the Disease: It must be contracted through food or water, or by direct blood contact with an infected creature (certain undead carry the disease).</p><p>Symptoms: Entropy affects a victim in subtle ways. Infected victims have a greenish tint in their eyes that glimmers in darkness. Elves and other woodland creatures can sense the ‘wrongness’ about them and druids will be sickened by contracting this illness. Every week the infected must make a Fortitude save (DC18) or lose one point of Constitution. Their flesh grows greener as the disease progresses and their nails take on an emerald sheen.</p><p>Death: A character reduced to 0 Constitution, rises up as a standard zombie in 24 hours. They are then carriers of the disease that go on to pass their infection on to all they meet.</p><p>Curing: Entropy is very hard to cure. The magic of the disease mixes with the life force of the victim making a cure, near-impossible to find. A god may remove the infection, as will the death of the character. Other restoratives are much harder to find.</p><p></p><p>Echoes of Life (Su): An Ether Zombie can animate corpses, infusing them with a fraction of its life force. It can choose to expend 1 Corpus to animate any corpse within 30 feet. Corpses animate with a number of HD equal to the Ether Zombie’s Signum. Example: a 2nd Signum Ether Zombie can reanimate the corpse of a 10HD warrior, but the corpse only animates as a 2 HD zombie. Corpses animate immediately and remain animated for 10 rounds (the Ether Zombie can expend additional Corpus energy to continue their existence for another 10 rounds if he desires). All animated zombies remain wholly under the command of the Ether Zombie and cannot be commanded or controlled by anyone else (but they can be turned). If the Ether Zombie is destroyed, all of his creations are destroyed. An Ether Zombie can only have as many undead creatures in existence at any one time as his character level. All creatures reanimate at full hit points. Once a creature has been destroyed, it can never again be reanimated by necromancy; the flesh is corrupted with the taint of ether. Additionally, the Risen cannot feed from any corpse that has been previously animated by an Ether Zombie. The dead flesh has been stripped of vitality and no longer provides any Corpus energy.</p><p></p><p>MINIONS OF THE DEAD</p><p>Cost: 3 Marks</p><p>Effect: An Ether Zombie can animate a number of permanent undead minions equal to his Signum. These minions may have a maximum number of Hit Dice equal to twice their creator’s Signum. To create a minion, an Ether Zombie must expend 5 points of Corpus, reanimating the corpse in 1d10 minutes. If a minion is destroyed, the Ether Zombie can immediately animate another by following the same procedure.</p><p>Level Requirement: None[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28416/Lore-of-the-Gods?affiliate_id=17596" target="_blank">Lore of the Gods:</a></p><p>[spoiler]</p><p><strong>Defiler:</strong> ?</p><p><strong>Husk:</strong> If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days.</p><p><strong>Ka Spirit:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates.</p><p>In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p></p><p><strong>Skeleton:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.</p><p><strong>Zombie:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19905/Lost-Creatures?affiliate_id=17596" target="_blank">Lost Creatures:</a>[spoiler]</p><p><strong>Bonegore:</strong> Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights.</p><p><strong>Cinder Ash:</strong> Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created.</p><p>“Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Thrain</strong>: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler]</p><p></p><p>Manual of Monsters</p><p>[spoiler]</p><p><strong>Spirit of Vengeance Greater:</strong> When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance.</p><p><strong>Spirit of Vengeance Lesser:</strong> Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round.</p><p><strong>Scourge:</strong> "Scourge" is a template that can be added to any creature.</p><p><strong>Banshee:</strong> Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation.</p><p>Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings.</p><p>“Banshee” is an acquired template that can be added to any humanoid creature.</p><p><strong>Crypt Fiend:</strong> As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul.</p><p>“Crypt fiend” is an acquired template that can be added to any nerubian.</p><p><strong>Forsaken:</strong> The forsaken are humans transformed into the undead, with all the powers associated with the Scourge.</p><p>“Forsaken” is a template that can be added to any human character.</p><p><strong>Ghoul of the Scourge:</strong> “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Shade:</strong> Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful.</p><p>"Shade" is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Mage:</strong> These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will.</p><p>“Skeletal mage” is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Warrior:</strong> Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will.</p><p>Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers.</p><p>“Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Withered:</strong> This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge.</p><p>"Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature.</p><p><strong>Wraith:</strong> “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Zombie:</strong> These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead.</p><p>“Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Abomination:</strong> Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors.</p><p>The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses.</p><p>The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh.</p><p>An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator.</p><p>This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check.</p><p>The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance.</p><p></p><p><strong>Ghost:</strong> Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596" target="_blank">Midnight Minions of the Shadow:</a>[spoiler]</p><p><strong>Forsaken:</strong> The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow.</p><p>There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth.</p><p>Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596" target="_blank">Monster Anthology Volume 1:</a>[spoiler]</p><p><strong>Gheist:</strong> The spirits of cruel dead.</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>“Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596" target="_blank">Monster Encyclopaedia 1 Ravagers of the Realms:</a> [spoiler]</p><p><strong>Batyuk:</strong> Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them.</p><p><strong>Blood Scarecrow:</strong> The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him.</p><p><strong>Cavewight:</strong> Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful.</p><p><strong>Devouring Zombie:</strong> the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead.</p><p>Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.</p><p>Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.</p><p><strong>Human Commoner Devouring Zombie:</strong> ?</p><p><strong>Dissolute:</strong> The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed).</p><p><strong>Fingerfetch:</strong> Fingerfetches are a minor species of undead, said to be the spirits of dead thieves.</p><p><strong>Grasping Hands:</strong> Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by.</p><p><strong>Headless Screamer:</strong> Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons.</p><p><strong>Mesmeric Spectre:</strong> Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence.</p><p><strong>Mirror Ghost:</strong> It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost.</p><p><strong>Mirthless:</strong> Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual.</p><p><strong>Mummer:</strong> Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds.</p><p><strong>Mummer Template:</strong> A mummer who bites a humanoid corpse at the moment of death possesses that corpse.</p><p>‘Mummer’ is a template that can be added to any humanoid.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Octospine:</strong> The octospine is a hideous creature, believed to be the creation of a demon lord.</p><p><strong>Plundering Dead:</strong> Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts.</p><p><strong>Ragged Wraith:</strong> Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death.</p><p><strong>Scuttling Skeleton:</strong> Scuttling skeletons are a variety of normal skeleton made using the create undead spell.</p><p>‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Wintersinger:</strong> Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow.</p><p><strong>Withering Cadaver:</strong> Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot.</p><p><strong>Zombie Parched:</strong> Parched zombies arise from the remains those who die of thirst in the desert.</p><p></p><p><strong>Ghost:</strong> The plundering dead who come to understand their true form become full-fledged spectres or ghosts.</p><p><strong>Spectre:</strong> The plundering dead who come to understand their true form become full- fledged spectres or ghosts.</p><p><strong>Wight:</strong> Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control.</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596" target="_blank">Monster Encylopaedia 2 Dark Bestiary:</a> [spoiler]</p><p><strong>Abiku:</strong> Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death.</p><p><strong>Ankou:</strong> ?</p><p><strong>Death Hunter:</strong> Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land.</p><p>‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger.</p><p>All death hunters were evil rangers once.</p><p><strong>Sample Death Hunter:</strong> ?</p><p><strong>Dragonskin:</strong> In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature.</p><p><strong>Dread Familiar:</strong> Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters.</p><p>‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master.</p><p><strong>Sample Dread Familiar:</strong> ?</p><p><strong>Hollow Host:</strong> A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour.</p><p>‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid.</p><p>A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct.</p><p>CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP.</p><p><strong>Sample Hollow Host:</strong> ?</p><p><strong>Skullwearer:</strong> ?</p><p><strong>Ululant:</strong> An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain.</p><p><strong>Whispering Presence:</strong> ?</p><p><strong>Wispwraith:</strong> ?</p><p><strong>Wraith Wolf:</strong> A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals.</p><p></p><p><strong>Ghost:</strong> If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment.</p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life.</p><p><strong>Skeleton:</strong> As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596" target="_blank">Monster Geographica Forest:</a></p><p>[spoiler]</p><p><strong>Autumnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.</p><p><strong>Bracken Corpse:</strong> Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.</p><p>During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.</p><p>On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.</p><p><strong>Pontianak:</strong> Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.</p><p>Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.</p><p><strong>Ghost of the Hunt:</strong> Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.</p><p><strong>Grisl:</strong> ?</p><p><strong>Hollow Dead:</strong> These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.</p><p><strong>Langsuyar:</strong> Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.</p><p><strong>Uragh Dhu:</strong> Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.</p><p>The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.</p><p><strong>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.</p><p>A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.</p><p><strong>White-Haired Ghost:</strong> ?</p><p>Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p>Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.</p><p>Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.</p><p><strong>Variant Lostling:</strong> Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.</p><p><strong>Shenhab Cemetery Sentinel:</strong> Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.</p><p><strong>Arborgeist:</strong> These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.</p><p><strong>?:</strong> Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p></p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.</p><p><strong>Zombie:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596" target="_blank">Monster Geographica Hill and Mountain:</a></p><p>[spoiler]<strong>Bone Delver:</strong> Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks.</p><p><strong>Cu Marbh:</strong> The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound.</p><p><strong>Yasha:</strong> Yasha are undead vampire bats, whose hunger for blood is increased in unlife.</p><p><strong>Cacogen:</strong> The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p><strong>Enfant Terrible: </strong>When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible.</p><p><strong>Ghoul Wolf: </strong>?</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell.</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Chill Slain: </strong>Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains.</p><p><strong>Lifethief:</strong> Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world.</p><p><strong>Dreadwraith: </strong>?</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in.</p><p><strong>Stone Slider Ghoul: </strong>?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596" target="_blank">Monster Geographica Marsh and Aquatic:</a></p><p>[spoiler]</p><p><strong>Bog Slain:</strong> Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p><strong>Mire Walkers:</strong> Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information.</p><p>Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives.</p><p><strong>Barrow Roach:</strong> ?</p><p><strong>Gray Lady:</strong> Many a seaman that ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p>A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.</p><p><strong>Skinwraith:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p><strong>Waterlost:</strong> Waterlost are the walking dead of the sea.</p><p><strong>Well Haunt:</strong> Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death.</p><p><strong>Filth Gator:</strong> ?</p><p><strong>Floating Dead:</strong> Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue.</p><p>Any humanoid slain by a floating dead’s dehydrating touch ability rises as a</p><p>floating dead in 1d4 rounds.</p><p><strong>Fog Strider:</strong> Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear.</p><p><strong>Lake Hag:</strong> Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer.</p><p><strong>Mummy of the Deep:</strong> Evil creatures buried at sea for their sins in life sometimes rise in death.</p><p><strong>Bog-Spawn:</strong> The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it.</p><p><strong>Fukuranbou:</strong> fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else.</p><p><strong>Sinew Dragger:</strong> ?</p><p><strong>Waterbaby:</strong> Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability.</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</p><p><strong>Vine of Decay:</strong> ?</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Lady-in-Waiting:</strong> ?</p><p><strong>Sea Scorned:</strong> A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home.</p><p><strong>Skull of the Deep:</strong> ?</p><p><strong>Lost Sailors:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death.</p><p><strong>Vampiric Ooze:</strong> ?</p><p></p><p><strong>Ghoul:</strong> An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days.</p><p><strong>Zombie:</strong> Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596" target="_blank">Monster Geographica: Plain and Desert:</a></p><p>[spoiler]</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Ghastiff: </strong>Ghastiffs may be created by any spell or effect that can</p><p>create a ghoul.</p><p>An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.</p><p><strong>Glacial Haunt:</strong> In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.</p><p><strong>N'erfalter:</strong> N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.</p><p><strong>Sword Tree:</strong> Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p>Every vohrahn contains the soul of a dead being who was at peace before its entrapment.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p><strong>Gray Moaner:</strong> Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.</p><p><strong>Blightsower:</strong> They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.</p><p><strong>Cinderwrath:</strong> Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.</p><p><strong>Raging Spirit:</strong> Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.</p><p><strong>Tortured:</strong> Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.</p><p><strong>Cadavalier: </strong>Cadavaliers are created by necromancers to serve as cavalry in their undead armies.</p><p>A spellcaster of 15th level or higher can create a cadavalier using a <em>create undead</em> spell.</p><p><strong>Walking Disease:</strong> Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p></p><p><em>Bind Vohrahn</em></p><p>Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Up to four humanoid corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None; see text</p><p>Spell Resistance: No</p><p>The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.</p><p>This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.</p><p>This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.</p><p>Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596" target="_blank">Monster Geographica Underground:</a>[spoiler]</p><p><strong>Chitinous Battlemounts:</strong> Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace.</p><p><strong>Foul Spawner:</strong> ?</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead associated with mirrors.</p><p>Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points.</p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days.</p><p><strong>Gremmin:</strong> Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise.</p><p><strong>Skulleton:</strong> Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich.</p><p><strong>Waking Dead:</strong> Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws.</p><p>The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Spitting Ghoul:</strong> ?</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature.</p><p><strong>Crypt Thing:</strong><em> Create Crypt Thing </em>spell</p><p><strong>Dark Elf Spirit:</strong> ?</p><p><strong>Fear Guard:</strong> Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards.</p><p>Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Ka Spirit:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled.</p><p><strong>Undead Ooze:</strong> Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude.</p><p><strong>Cinder Wight:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air.</p><p><strong>Crorit:</strong> A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers.</p><p><strong>Vampire Spider:</strong> Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider.</p><p><strong>Walking Disease:</strong> ?</p><p><strong>Soulless Ones:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p></p><p><strong>Ghoul: </strong>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.</p><p>Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.</p><p>A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul.</p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p>As a full round action, an undead ooze can expel the skeletons in its body.</p><p><strong>Zombie:</strong> Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life.</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie.</p><p></p><p><em>Create Crypt Thing</em> Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=952" target="_blank">MST3K Monster Project:</a>[spoiler]</p><p><strong>Projected:</strong> The first projected was a wizard who attempted to create a non-magical means of teleportation, or “projection”. The wizard’s experiment was only partially successful- he was teleported, but was killed and reanimated as a bizarre undead creature by the process. Driven mad by his transformation, the wizard killed several people before destroying his work and himself. Despite the loss of the original experiment, more projected are still being created by some unknown process.</p><p><strong>Reconstructed:</strong> The reconstructed are horrible undead monsters created by the misapplications of science.</p><p>In lands where clerics are rare and divine magic is a myth, people turn to science to heal wounds and cure disease. If an experiment in tissue replacement or the reanimation of the dead through electricity and drugs goes awry, the resulting creature is a thing no longer human and no longer fully alive.</p><p><strong>Undead Head:</strong> Created either by mad science or the intervention of an evil deity, undead heads are intelligent, frightfully persuasive and deadly cunning.</p><p>“Undead head” is an acquired template that can be added to any giant, humanoid or monstrous humanoid that can cast spells or use psionic powers.</p><p><strong>Sample Undead Head, Human Wizard 5:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596" target="_blank">OCS Outcastia Campaign Sourcebook Book II Player's Guidebook:</a>[spoiler]</p><p><strong>Bone Mage:</strong> <em>Create Bone Mage</em> spell.</p><p></p><p><strong>Ghoul:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wight:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wraith:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeletonize</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p></p><p>Create Bone Mage</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M, F, XP</p><p>Casting Time: 24 hours</p><p>Range: Touch</p><p>Target: One undead skeleton</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create an undead ally to aid you in casting spells and making items.</p><p>You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence.</p><p>The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class.</p><p>Material Components: A piece of a brain from an intelligent creature.</p><p>Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr.</p><p>XP Component: You must pay 500 xp each time you cast this spell.</p><p></p><p>Power Word, Undeath</p><p>Necromancy [Death, Evil, Power]</p><p>Level: Elc 9, UtM 9</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 30 feet</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>The caster has learned the Proper Word for re-animate.</p><p>Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night.</p><p>Table 8.04: Undead</p><p>Hit Points Type of Undead Animated</p><p>25 or less Ghoul</p><p>26–50 Wight</p><p>51–75 Wraith</p><p></p><p>Skeletonize</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 4, UtM 5</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p></p><p>Zombify</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 5, UtM 6</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596" target="_blank">OCS Tome of Terrors:</a>[spoiler]</p><p><strong>Bone Dancer:</strong> Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries.</p><p>Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance.</p><p><strong>Dead Rattor:</strong> Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars.</p><p>CONSTRUCTION</p><p>The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed.</p><p>Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours).</p><p><strong>Digger Ghoul:</strong> CONSTRUCTION</p><p>The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range.</p><p>The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed.</p><p>Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell.</p><p>Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours).</p><p><strong>Risen:</strong> They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl.</p><p><strong>Shadow Spy:</strong> They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak.</p><p>The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages).</p><p>The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one.</p><p>The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours.</p><p>Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created;</p><p>Time: 2 days (16 hours).</p><p><strong>Shadow Warrior:</strong> Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers.</p><p>It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts.</p><p><strong>Spirit of the Night:</strong> When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures.</p><p><strong>Spirit of the Slain:</strong> Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal.</p><p>The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p>Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p><strong>Power Wraith:</strong> Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith.</p><p><strong>Sanctum Wraith:</strong> Sanctum wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>CONSTRUCTION</p><p>The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work.</p><p>Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours).</p><p><strong>Death Elemental:</strong> Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge.</p><p>“Death elemental” is an acquired template that can be added to any elemental.</p><p><strong>Ice Shaman:</strong> Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat.</p><p>“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system.</p><p><strong>Inga's Skeleton:</strong> An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats.</p><p>“Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons.</p><p><strong>Power Lich:</strong> A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle.</p><p>“Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery.</p><p>The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Power Lich’s Crystal Obsidian Bell</p><p>An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death.</p><p>Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50.</p><p>Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful.</p><p>In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day.</p><p>Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to.</p><p>Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb.</p><p><strong>Shadow Lich:</strong> A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff.</p><p>“Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Shadow Lich’s Shadow Box</p><p>An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death.</p><p>Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common form of shadow box is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows.</p><p>Other forms of shadow boxes can exist, such as rings, amulets, or similar items.</p><p>Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —.</p><p></p><p><strong>Skeleton:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Zombie:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Ghoul:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later.</p><p><strong>Ghast:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p><strong>Wight:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p></p><p>Sacrificial Undead [Item Creation]</p><p>You can create undead followers by means of sacrificial rituals.</p><p>Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor</p><p>Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596" target="_blank">Octavirate Presents Lethal Lexicon 2:</a> [spoiler]</p><p><strong>Poultrygeist:</strong> When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren.</p><p>Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control.</p><p><strong>Rhythmic Dead:</strong> Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world.</p><p>Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead.</p><p></p><p><strong>Zombie:</strong> Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds.</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596" target="_blank">Predators of the Pit:</a>[spoiler]</p><p><strong>Zombie:</strong> Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis.</p><p>Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50791/Psionics-Unbound?affiliate_id=17596" target="_blank">Psionics Unbound:</a>[spoiler]</p><p><strong>Soul-Riven Wanderer:</strong> Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.</p><p>The exact process that the Silence uses to create these creatures is not known.</p><p><strong>Corporeal Undead:</strong> Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.</p><p></p><p><strong>Undead Psionic Creature:</strong> ?</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596" target="_blank">Quintessential Drow:</a>[spoiler]</p><p><strong>Vampiric Spider:</strong> The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider.</p><p><em>Spawn Sanguine</em> spell.</p><p></p><p>Spawn Sanguine</p><p>Necromancy [Death, Evil]</p><p>Level: Clr 5</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft/2 levels)</p><p>Target: One spider egg sac</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: Yes</p><p>By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve.</p><p>A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596" target="_blank">Ssethregore: In the Coils of the Serpent Empire:</a>[spoiler]</p><p><strong>Caimeth:</strong> Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596" target="_blank">Shadows of a Dying World:</a> [spoiler]</p><p></p><p><strong>Corphal Ghost:</strong> When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596" target="_blank">Soul Harvest:</a>[spoiler]</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596" target="_blank">Spiros Blaak:</a>[spoiler]</p><p><strong>Diswosnia Entrhaller:</strong> Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them.</p><p><strong>Necrozen:</strong> Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding.</p><p>Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward.</p><p>“Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596" target="_blank">Strange Lands: Lost Tribes of the Scarred Lands:</a> [spoiler]</p><p><strong>Fossil Ghoul:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p><strong>Na'heem:</strong> The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis.</p><p>The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue</p><p>total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers.</p><p>“Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level.</p><p><strong>Sample Naheem:</strong> ?</p><p><strong>Voracious Fang Swarm:</strong> Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself.</p><p><strong>Unholy Chorus:</strong> ?</p><p><strong>Nether Dragon:</strong> Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon.</p><p>Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light.</p><p>“Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age.</p><p><strong>Sample Nether Dragon:</strong> This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything.</p><p><strong>Frost Maiden:</strong> Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden.</p><p><strong>Rekirrac:</strong> ?</p><p><strong>Winter Wraith:</strong> In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some.</p><p></p><p><strong>Undead:</strong> Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul.</p><p><strong>Ghast:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghast at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p><strong>Ice Haunt:</strong> Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2095/Template-Troves-Volume-II-Oozes--Aberrations?affiliate_id=17596" target="_blank">Template Troves II: Oozes and Aberrations:</a>[spoiler]</p><p><strong>Bloodseeker: </strong>How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin.</p><p>“Bloodseeker” is an acquired template that can be added to any ooze.</p><p><strong>Necromanctic Ooze:</strong> The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack.</p><p>“Necromantic Ooze” is an acquired template that can be added to any ooze.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3211/Template-Troves-Volume-III-Diseases-Parasites--Symbiotes?affiliate_id=17596" target="_blank">Template Troves III: Diseases, Parasites, & Symbiotes:</a>[spoiler]</p><p><strong>Plague Zombie:</strong> The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living.</p><p>In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures.</p><p>“Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system.</p><p>Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death.</p><p><strong>Sample Plague Zombie Klein:</strong> ?</p><p><strong>Sample Plague Zombie Ormand:</strong> ?</p><p><strong>Pox Spirit:</strong> Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living.</p><p>The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken.</p><p>When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more.</p><p>“Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid.</p><p>Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection.</p><p>Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones.</p><p><strong>Sample Pox Spirit:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19191/Testament-Roleplaying-in-the-Biblical-Era?affiliate_id=17596" target="_blank">Testament: Roleplaying in the Biblical Era:</a>[spoiler]</p><p><strong>Rephaim:</strong> Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits.</p><p><strong>Accursed Ka-Spirit:</strong> When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life.</p><p>Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves.</p><p>“Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2600/The-Dread-Codex?affiliate_id=17596" target="_blank">The Dread Codex:</a></p><p>[spoiler]</p><p><strong>Akyanzi:</strong> Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only.</p><p>Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area.</p><p><strong>Barrow Wight:</strong> “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.</p><p>Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template.</p><p><strong>Annis Hag Barrow Wight Manx:</strong> ?</p><p><strong>Blighted One: </strong>Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one).</p><p><strong>Bloodwraith:</strong> The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual.</p><p><strong>Bog Slain:</strong> The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p>Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics.</p><p>A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver.</p><p><strong>Canine Skulker:</strong> The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers.</p><p>An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p>Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Dark Voyeur: </strong>A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death.</p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days.</p><p><strong>Deadwood Tree:</strong> It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains.</p><p><strong>Death Crab Swarm: </strong>When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates.</p><p><strong>Death Roach:</strong> As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach.</p><p>There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability.</p><p><strong>Death Squid:</strong> Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact.</p><p>In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics.</p><p><strong>Dread Sphere:</strong> In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time.</p><p><strong>Dreadwraith:</strong> The spirits of soldiers who flee from their post in fear return after death as dreadwraiths.</p><p><strong>Fear Guard: </strong>Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</p><p>As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned.</p><p><strong>Filth Croc:</strong> Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Chill Phantom:</strong> Chill Phantom originate from an icy region on the Elemental Plane of Water.</p><p><strong>Flame Servant:</strong> Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task.</p><p>The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.</p><p>A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p>Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells.</p><p><strong>Chill Servant:</strong> Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task.</p><p>The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant.</p><p>A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p><strong>Flying Abomination:</strong> These monsters are created by the spell of the same name.</p><p>A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places.</p><p><strong>Fog Spirit:</strong> Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit.</p><p><strong>Frozen Horror:</strong> The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror.</p><p><strong>Ghostly Slasher:</strong> Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work.</p><p>As many as a dozen former murderers inhabit a ghostly slasher.</p><p><strong>Ghoul Template:</strong> “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul.</p><p>An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ogre Ghoul:</strong> This ogre succumbed to a ravenous pack of ghouls many years ago.</p><p><strong>Ghast Prestige Class:</strong> Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.</p><p><strong>Ichor Ghoul:</strong> Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness.</p><p><strong>Primal Ghoul:</strong> Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Gray Death:</strong> Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area.</p><p>When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.</p><p>The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits.</p><p>The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine.</p><p>Regardless of their missions, they shared the same end: after</p><p>death, their lust for knowledge overcame the laws of nature,</p><p>driving them to search the world for further information.</p><p>It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber.</p><p><strong>Jikini:</strong> Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels.</p><p>Perhaps the jikini are the result of one tribe of humanoids being cursed into this form.</p><p><strong>Lector:</strong> It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself.</p><p><strong>Murder Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well.</p><p>A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds.</p><p><strong>Necroling:</strong> The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams.</p><p>Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check).</p><p>Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body.</p><p>Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude.</p><p><strong>Necrotic Entrailer:</strong> The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it.</p><p><strong>Orc Death Lord:</strong> Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs.</p><p><strong>Orphan of the Night:</strong> Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night.</p><p><strong>Orphan of the Light:</strong> Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight</p><p>in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Quick-Shard Cavalier:</strong> The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead.</p><p>The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths.</p><p>Well, perhaps the Rom were cursed to exist in this form before their natural deaths.</p><p><strong>Persistent Soldier:</strong> Whether or not their respective units were victorious, persistent</p><p>soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died.</p><p><strong>Sacred Guardian:</strong> The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers.</p><p>Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones).</p><p>Shock troops of a deity of fear and/or darkness.</p><p>After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.</p><p>In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage.</p><p><strong>Soulless One:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p>The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one.</p><p><strong>Spellgorged Zombie:</strong> Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian.</p><p><strong>Spirit of Hate:</strong> Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate.</p><p>In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.</p><p>The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths.</p><p><strong>Tavern Prowler:</strong> All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers.</p><p>A spirit returns to the same tavern it frequented one month to the day after its death.</p><p>For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home.</p><p><strong>Terkow:</strong> “Terkow” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD.</p><p><strong>Sample Terkow:</strong> This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last.</p><p><strong>Thanatos:</strong> Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.</p><p>The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.</p><p><strong>Tortured:</strong> Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself.</p><p><strong>Undead Lord:</strong> For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind.</p><p>“Undead Lord” is an inherited template that can be applied to any undead creature.</p><p>It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one.</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><strong>Webbed Sentinel:</strong> Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights.</p><p><strong>True Zombi:</strong> A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder.</p><p>“True Zombi” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours.</p><p><strong>Sample True Zombi:</strong> An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul.</p><p><em>Change Zombie</em> spell.</p><p><strong>Ghast:</strong> An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight.</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast.</p><p><strong>Shadow:</strong> Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> If a victim dies while engulfed by a bone slime, it becomes a skeleton.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p><em>My Life for Yours</em> spell.</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree rise in 16 rounds as zombies.</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><em>My Life for Yours</em> spell.</p><p></p><p><em>Flying Abominations</em></p><p>Necromancy [Evil]</p><p>Level: Clr 5, Evil 5, Sor/Wiz 7</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: 10 ft.</p><p>Target: One or more body parts within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.</p><p>You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.</p><p>The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.</p><p>Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.</p><p>Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.</p><p></p><p><em>Change Zombie</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: One zombie touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.</p><p>Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.</p><p></p><p><em>My Life For Yours</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Target: One corpse touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)</p><p>If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.</p><p>Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596" target="_blank">The Echoes of Heaven Bestiary:</a> [spoiler]</p><p><strong>Elemental Wraith:</strong> Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days.</p><p><strong>Earth Wraith:</strong> Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith.</p><p><strong>Fire Wraith:</strong> Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith.</p><p><strong>Ice Wraith:</strong> Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith.</p><p><strong>Light Wraith:</strong> Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith.</p><p><strong>Void Wraith:</strong> No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith.</p><p><strong>Water Wraith:</strong> A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith.</p><p><strong>Wind Wraith:</strong> A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20347/The-Players-Guide-to-Arcanis?affiliate_id=17596" target="_blank">The Player's Guide to Arcanis:</a>[spoiler]</p><p><strong>Undead Animal:</strong> ?</p><p><em>Skeletal Companion</em> spell.</p><p><strong>Spirit Warrior:</strong> ?</p><p><strong>Undead Template:</strong> “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system.</p><p>Val'Mordane 4th level Bloodline Neroth's Final Blessing power.</p><p></p><p><strong>Undead:</strong> Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh.</p><p>Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again.</p><p>In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy.</p><p>Intelligent undead are created by using the soul of the person as the fuel that powers the transformation.</p><p>Deathbringer's Life Beyond Life power.</p><p>Order of the Still Heart's Death and Rebirth power.</p><p><strong>Ghost:</strong> <em>Hold the Spirit</em> spell.</p><p><strong>Skeleton:</strong> <em>Mark of Thralldom</em> spell.</p><p><strong>Zombie:</strong> <em>Mark of Thralldom</em> spell.</p><p></p><p>Hold the Spirit</p><p>Necromancy</p><p>Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One creature that died within the last 24 hours</p><p>Duration: 1 day/level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: No</p><p>Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis.</p><p>However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain.</p><p>Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination.</p><p></p><p>Mark of Thralldom</p><p>Necromancy (Creation)</p><p>Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: One living creature</p><p>Duration: One year and one day</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.”</p><p>Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away.</p><p>Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell.</p><p>Material Component: A red dye worth 100 gold pieces that is smeared on the subject.</p><p></p><p>Skeletal Companion</p><p>Necromancy</p><p>Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One corpse or skeleton</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion.</p><p>This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III.</p><p>This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way.</p><p>Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth.</p><p></p><p>Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type).</p><p></p><p>Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants.</p><p></p><p>Neroth’s Final Blessing (Ex)</p><p>The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596" target="_blank">Tome of Horrors Revised:</a></p><p>[spoiler]<strong>Apparitions:</strong> Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.</p><p>Any humanoid slain by an apparition becomes an apparition in 1d4 hours.</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p>Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Bloody Bones: </strong>Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p>Create Crypt Thing Spell</p><p><strong>Darnoc:</strong> The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.</p><p>Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Orcus:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Undead Ooze:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.</p><p>As a full-round action, an undead ooze can expel 1d6 skeletons from its mass.</p><p><strong>Vampiric Ooze:</strong> The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p><strong>Poltergeist:</strong> Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures.</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ?</p><p><strong>Lesser Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).</p><p>The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.</p><p>To create a skulleton, the creator must be at least 9th level. The following ingredients are required.</p><p>— The skull of a humanoid or monstrous humanoid.</p><p>— A few bones from a humanoid or monstrous humanoid.</p><p>— A small quantity (at least 1 pint) of earth (dirt).</p><p>Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.”</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Dire Ghoul Wolf:</strong> ?</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Brine Zombie: </strong>Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Bleeding Horror:</strong> Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.</p><p>“Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood.</p><p>Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes</p><p><strong>Bleeding Horror Minotaur:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p>“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeleton Warrior Sample:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral troll” is an inherited template that can be added to any troll.</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.</p><p><strong>Spectral Troll Sample:</strong> ?</p><p><strong>Juju Zombie:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.</p><p>“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p><strong>Juju Zombie Sample:</strong> ?</p><p></p><p><strong>Undead Type:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Lacedons:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Skeletons:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Spectre:</strong> Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.</p><p><strong>Zombie:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/629/Tome-Of-Horrors-II?affiliate_id=17596" target="_blank">Tome of Horrors II:</a>[spoiler]</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p>A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p><strong>Crucifixion Spirit:</strong> Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Fear Guard:</strong> Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Hanged Man:</strong> A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.</p><p><strong>Murder Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Phantasm:</strong> While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus).</p><p><strong>Corpsespun Creature:</strong> Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders.</p><p>“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.</p><p>Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns.</p><p><strong>Corpsespun Fighter:</strong> ?</p><p><strong>Corpsepun Minotaur:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> Created with the use of a <em>create greater undead </em>spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> ?</p><p><strong>Undead Lord:</strong> “Undead Lord” is an inherited template that can be applied to any undead creature.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Cadaver Lord:</strong> ?</p><p></p><p><strong>Zombie:</strong> Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3461/Tome-of-Horrors-III?affiliate_id=17596" target="_blank">Tome of Horrors III:</a>[spoiler]</p><p><strong>Blood Wight:</strong> When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon</p><p>princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.</p><p><strong>Brykolakas:</strong> Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.</p><p><strong>Demilich:</strong> When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Fetch:</strong> When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.</p><p><strong>Fye:</strong> When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.</p><p><strong>Ghoul, Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself.</p><p>Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based.</p><p>A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature.</p><p><strong>Lich Shade:</strong> During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.</p><p>Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Murder Crow:</strong> These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.</p><p><strong>Phasma:</strong> A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.</p><p><strong>Rawbones:</strong> A rawbones is an undead creature that comes into being when a tortured person rises from the grave.</p><p><strong>Soul Reaper:</strong> Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation.</p><p><strong>Swarm Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Swarm Raven Undead:</strong> ?</p><p>If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm.</p><p><strong>Paleoskeleton Creature:</strong> Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.</p><p>“Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal.</p><p><strong>Paleoskeleton Triceratops:</strong> ?</p><p></p><p><strong>Undead:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds.</p><p><strong>Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in</p><p>that they have always existed and have always been.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/63106/Ultimate-Toolbox?affiliate_id=17596" target="_blank">Ultimate Toolbox:</a>[spoiler]</p><p><strong>Undead Skeleton:</strong> ?</p><p><strong>Undead Fish:</strong> ?</p><p><strong>Undead Crew:</strong> ?</p><p><strong>Undead Pirate:</strong> ?</p><p><strong>Undead Bound Spirit Adnan, Sailor:</strong> Haunts inn where he was killed.</p><p><strong>Undead Bound Spirit Armigar, Tinker:</strong> Trapped inisde a golem.</p><p><strong>Undead Bound Spirit Belfius, Wizard:</strong> Trapped inside his own rings.</p><p><strong>Undead Bound Spirit Byrent, Saint:</strong> Watches over his church.</p><p><strong>Undead Bound Spirit Delleria, Pirate:</strong> Bound to the ship she died on.</p><p><strong>Undead Bound Spirit Eniggi, Wizard:</strong> Cursed to fix a broken spyglass.</p><p><strong>Undead Bound Spirit Forredain, Centaur:</strong> Protects sacred falls.</p><p><strong>Undead Bound Spirit Gerae, Pixie:</strong> Bound to the sword that killed it.</p><p><strong>Undead Bound Spirit Jorien, Druid:</strong> Guards grove of rare trees.</p><p><strong>Undead Bound Spirit Khanor, Lich:</strong> Trapped inside his own soul jar.</p><p><strong>Undead Bound Spirit Lutior, Elf Illusionist:</strong> Believes he is still alive.</p><p><strong>Undead Bound Spirit Majeleron, Cardinal:</strong> Sworn to serve forever.</p><p><strong>Undead Bound Spirit Mazrath, Jannisary:</strong> Guards family as a spirit.</p><p><strong>Undead Bound Spirit Ordent, Wizard:</strong> Bound to magical figurine.</p><p><strong>Undead Bound Spirit Ox, Nomad:</strong> Wanders the wastes, searching…</p><p><strong>Undead Bound Spirit Razathon, Gravekeeper:</strong> Roams his cemetery.</p><p><strong>Undead Bound Spirit Saratine, Angel:</strong> Bound to a great holy sword.</p><p><strong>Undead Bound Spirit Sevron the Tyrant:</strong> Bound to a crumbling keep.</p><p><strong>Undead Bound Spirit Thronn, Dwarf General:</strong> Moored to a runestone.</p><p><strong>Undead Bound Spirit Thaddeum, Senator:</strong> Cursed to never be free.</p><p><strong>Apparition:</strong> The victims of a ghastly massacre.</p><p><strong>Created:</strong> ?</p><p><strong>Grudge Spirit:</strong> ?</p><p><strong>Haunt:</strong> The victims of a ghastly massacre.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Soulforged:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Abarenth, Revenant:</strong> Haunts his brother who killed him for an inheritance.</p><p><strong>Alteniat, Revenant:</strong> Wealthy merchant killed by debtor to cancel debt.</p><p><strong>Anio, Revenant:</strong> Young groom killed accidentally, kills any man close to bride.</p><p><strong>Artenios, Revenant:</strong> Framed by family and seeks their downfall.</p><p><strong>Doniar, Revenant:</strong> Guild lied by omission and caused his untimely death.</p><p><strong>Ellema, Revenant:</strong> Brother was cursed and killed her; he won’t let her pass on.</p><p><strong>Fromion, Revenant:</strong> Overcome by priests and hates their religion and followers.</p><p><strong>Jorathan, Revenant:</strong> Murdered by wife’s lover, seeks both still.</p><p><strong>Lotemvar, Revenant:</strong> Locked in an oubliette and left to starve to death.</p><p><strong>Manarette, Revenant:</strong> Seeks the man who let her drown.</p><p><strong>Marwond, Revenant:</strong> Accidently killed by adventurers, hunts them now.</p><p><strong>Onlortus,Revenant:</strong> Betrayed by fellow adventurers for his treasure.</p><p><strong>Prisema, Revenant:</strong> Lost her love to a black widow noble, wants to stop her.</p><p><strong>Salivar, Revenant:</strong> Bard killed so another could claim his creativity.</p><p><strong>Saranar, Revenant:</strong> Spies on bandit that killed him, needs hero to help.</p><p><strong>Schemastria, Revenant:</strong> Husband killed her to marry another, hates all men.</p><p><strong>Sparial, Revenant:</strong> Sadistic serial killer victim tries to warn future victims.</p><p><strong>Tremestar, Revenant:</strong> Killed so another could claim his identity.</p><p><strong>Trinella, Revenant:</strong> Burned to death, seeks to purge fire from the world.</p><p><strong>Turestos, Revenant:</strong> Died in prison and haunts all involved in his sentence.</p><p><strong>Arbor Wood:</strong> ?</p><p><strong>Butcher’s Mire:</strong> A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest.</p><p><strong>Chessup Barn:</strong> Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences.</p><p><strong>Crazy Quinn’s:</strong> This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head.</p><p><strong>Dark Grove:</strong> This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release.</p><p><strong>Darken Fields:</strong> ?</p><p><strong>Esfir’s Mark:</strong> A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated.</p><p><strong>Frostfire’s Rest:</strong> A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles…</p><p><strong>Ghoston:</strong> All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure.</p><p><strong>Graven’s Wood:</strong> A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now.</p><p><strong>Kevril’s Library:</strong> ?</p><p><strong>Liberator’s Rest:</strong> The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace.</p><p><strong>Lover’s Leap:</strong> Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured.</p><p><strong>Nightmare Run:</strong> This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road.</p><p><strong>Old Well:</strong> The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge.</p><p><strong>Rosewood:</strong> Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors.</p><p><strong>Sephra’s Gem:</strong> ?</p><p><strong>Slaver’s Ride:</strong> Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area.</p><p><strong>Trenk’s Rule:</strong> An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory.</p><p><strong>Wayfarer's Rest:</strong> ?</p><p><strong>Wraith Lord:</strong> ?</p><p><strong>Shadow Soldier:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Mummy Priest:</strong> ?</p><p><strong>Plague Gaunt:</strong> ?</p><p><strong>Damned and Evil Fey Spirit:</strong> ?</p><p><strong>Elven Ghast:</strong> ?</p><p><strong>Gaunt:</strong> ?</p><p><strong>Vampire Sorcerer-King:</strong> ?</p><p><strong>Souls of the Damned:</strong> Submerged reliquary where the souls of the damned have broken free and hunt the living.</p><p><strong>Undying Soul of Tormented and Vile Crewman:</strong> Sunken ship filled with the undying souls of tormented and vile crewmen.</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Undead Zealot:</strong> Venerable throne room littered with undead zealots, still serving their unclean gods.</p><p><strong>Songbolt Muse:</strong> Manifested from song.</p><p><strong>Ghostly Undead Spirit:</strong> Bound by magic.</p><p><strong>Lord of Kaloria:</strong> ?</p><p><strong>Krazul, Liche King:</strong> ?</p><p><strong>Undead Immune to Fire:</strong> Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage.</p><p></p><p><strong>Undead:</strong> All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago.</p><p>Any who fall within will rise to be added to the tomb’s selection of undead patrolmen.</p><p>Betrayed by someone loyal.</p><p>Bitten by a vampire.</p><p>Buried in desecrated grave.</p><p>Completed complex ritual to become undead.</p><p>Cursed.</p><p>Dead body was never found.</p><p>Died in honor-bound service to a king.</p><p>Died under intense circumstances.</p><p>Drained by a mummy or wraith.</p><p>Drowned.</p><p>Hell doesn't want you.</p><p>Left behind something of value.</p><p>Magic.</p><p>Murdered in particular violent fashion.</p><p>Oath to serve forever.</p><p>Returned to protect wards left behind.</p><p>Ritual sacrifice or murder.</p><p>Terrified (to dead) by a ghost.</p><p>Unavenged death.</p><p>Unfinished task or unfulfilled oath.</p><p><strong>Ghost:</strong> The victims of a ghastly massacre.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> The victims of a ghastly massacre.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51572/Vikings--Midgard?affiliate_id=17596" target="_blank">Vikings - Midgard:</a>[spoiler]</p><p><strong>Gunnar Gunnarson, undead Fighter 6/Northern Navigator 8:</strong> According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55629/Warlords-of-the-Accordlands-Monsters-and-Lairs?affiliate_id=17596" target="_blank">Warlords of the Accordlands Monsters and Lairs:</a></p><p>[spoiler]</p><p><strong>Gravel Spawn:</strong> Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles.</p><p><strong>Gaunt Crypt:</strong> A Crypt gaunt is created through ritual.</p><p><strong>Gaunt Swamp:</strong> Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation.</p><p><strong>Ghost Bog:</strong> Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death.</p><p><strong>Hag Undead:</strong> Certain powerful hags have used their potions to give themselves the immortality of the undead.</p><p><strong>Nekrast:</strong> Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Unclean Spirit:</strong> Unclean spirits are the undead remnants of dead elves, fueled by intense hatred.</p><p><strong>Woundwraith:</strong> Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness.</p><p><strong>Zombie:</strong> ?</p><p><strong>Purgatoire:</strong> Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires.</p><p>"Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature.</p><p><strong>Severed:</strong> The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath.</p><p>To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith).</p><p>"Severed" is a template that can be added to any elven or half-elven creature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Wildwood</a>:[spoiler]</p><p><strong>Arboreal Defender:</strong> Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives.</p><p>Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55632/Worlds-Largest-City?affiliate_id=17596" target="_blank">World's Largest City:</a>[spoiler]</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Sir Milton Derek, Vampire Paladin 20:</strong> ?</p><p><strong>Cyric, Mohrg:</strong> In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation.</p><p><strong>Sir Reinholt Snowheart, Ghost Aristocrat 12:</strong> Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since.</p><p><strong>Undead Whale:</strong> ?</p><p><strong>Lord Admiral Kordanus:</strong> They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.</p><p><strong>Undead:</strong> An evil cleric raises some or all of the cemetery's residents as undead.</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.</p><p>They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.</p><p><strong>Wight:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.</p><p><strong>Ghost:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p><strong>Lich:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p><strong>Vampire Spawn:</strong> Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn.</p><p><strong>Mohrg:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945132, member: 2209"] [B]3.5[/B] 3.5 Compilation[spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.5) Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Child of Chemosh Improved Create Spawn ability. (Bestiary of Krynn Revised) Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised) Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. (Complete Divine) The souls of characters who die in specific ways sometimes become undead. (Complete Divine) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. (Dragonlance Campaign Setting) Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. (Eberron Five Nations) Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. (Eberron Five Nations) The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. (Eberron Five Nations) In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol. The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. (Eberron Five Nations) Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. (Eberron Secrets of Sarlona) Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona) If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. (Eberron Secrets of Xen'Drik) During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. (Eberron The Forge of War) In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. (Eberron The Forge of War) Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! (Eberron The Forge of War) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. (Villain Design Handbook) Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. (Villain Design Handbook) On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. (Villain Design Handbook) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. (Villain Design Handbook) As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) (Villain Design Handbook) Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. (Villain Design Handbook) Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. (Villain Design Handbook) An undead is a once-living creature animated by spiritual or supernatural forces. (Book of Templates Deluxe 3.5) The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. (Claw Claw Bite 3) Undead are once-living creatures animated by spiritual or supernatural forces. (Claw Claw Bite 3) The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. (Claw Claw Bite 5) Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III) The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III) Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III) Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters) Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black) Create Undead feat. (Kobold Quarterly 7) It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. (The Lords of the Night Vampires) The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. (The Lords of the Night Vampires) This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. (Lords of the Night: Zombies) When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. (Lords of the Night: Zombies) Ether Zombie's Minions of the Dead power. (Lords of the Night: Zombies) Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands) Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex) Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex) A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex) Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. (The Player's Guide to Arcanis) Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. (The Player's Guide to Arcanis) In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. (The Player's Guide to Arcanis) Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. (The Player's Guide to Arcanis) Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III) All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. (Ultimate Toolbox) Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. (Ultimate Toolbox) Betrayed by someone loyal. (Ultimate Toolbox) Bitten by a vampire. (Ultimate Toolbox) Buried in desecrated grave. (Ultimate Toolbox) Completed complex ritual to become undead. (Ultimate Toolbox) Cursed. (Ultimate Toolbox) Dead body was never found. (Ultimate Toolbox) Died in honor-bound service to a king. (Ultimate Toolbox) Died under intense circumstances. (Ultimate Toolbox) Drained by a mummy or wraith. (Ultimate Toolbox) Drowned. (Ultimate Toolbox) Hell doesn't want you. (Ultimate Toolbox) Left behind something of value. (Ultimate Toolbox) Magic. (Ultimate Toolbox) Murdered in particular violent fashion. (Ultimate Toolbox) Oath to serve forever. (Ultimate Toolbox) Returned to protect wards left behind. (Ultimate Toolbox) Ritual sacrifice or murder. (Ultimate Toolbox) Terrified (to dead) by a ghost. (Ultimate Toolbox) Unavenged death. (Ultimate Toolbox) Unfinished task or unfulfilled oath. (Ultimate Toolbox) An evil cleric raises some or all of the cemetery's residents as undead. (World's Largest City) The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City) The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City) They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. (World's Largest City) [I]Kiss of the Vampire[/I] spell. (Spell Compendium) [I]Oath of Blood[/I] spell. (Heroes of Horror) Deathbringer's Life Beyond Life power. (The Player's Guide to Arcanis) Order of the Still Heart's Death and Rebirth power. (The Player's Guide to Arcanis) [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. (SRD 3.5) Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised) Those driven to suicide by madness become allips. (Complete Divine) Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine) The allip is the spirit of someone driven to suicide by madness. (Dragon 336) Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. (Dragon 336) For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336) [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. (SRD 3.5) Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. (SRD 3.5) Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336) A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336) [I]Bodak's Glare[/I] spell. (Spell Compendium) Crying Fields. (Eberron Five Nations) [B]Devourer:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised) Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. (Kobold Quarterly 7) At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. (Kobold Quarterly 7) CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell. (SRD 3.5) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell. (Complete Divine) Create Undead feat. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. (SRD 3.5) “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. (SRD 3.5) Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis) “Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis) Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. (Bestiary of Krynn Revised) Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Denizens of Dread) “Ghost” is an acquired template that can be applied to any living creature. (Denizens of Dread) Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. (Complete Divine) Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine) The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake. (Dragonlance Campaign Setting) When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. (Eberron Campaign Setting) d% Result 01–50 Spell functions normally. 51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character. 81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost. 91–99 The spell functions normally, but a nalfeshnee possesses the raised character. 100 The spell does not function; instead, a nalfeshnee animates the body. (Eberron Campaign Setting) Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. (Eberron Campaign Setting) Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. (Eberron Campaign Setting) Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. (Eberron Player's Guide to Eberron) In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. (Eberron The Forge of War) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. (Eberron The Forge of War) Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. (Eberron The Forge of War) Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. (Dragon 336) All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336) In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336) Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. (Savage Progressions Ghost and Werewolf Template Classes) "Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired. (Savage Progressions Ghost and Werewolf Template Classes) The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens) Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7) Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary) A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary) The victims of a ghastly massacre. (Ultimate Toolbox) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) [I]Hold the Spirit[/I] spell. (The Player's Guide to Arcanis) Mastery of the Dead feat. (Eberron Player's Guide to Eberron) Ghostmaker magic weapon. (Villain Design Handbook) Reading from the Scroll of Uncertain Provenance relic. (Complete Divine) [B]Ghoul:[/B] An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. (SRD 3.5) Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War) Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss) Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss) A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss) The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). (Spell Compendium) Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. (Villain Design Handbook) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary) Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. (Creature Collection III) An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. (Creature Collection III) An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III) An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III) The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. (Kobold Quarterly 7) CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP (Kobold Quarterly 7) An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest) Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest) An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert) An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic) The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. (Monster Geographica Underground) Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. (Monster Geographica Underground) An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Underground) A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground) An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex) Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City) [I]Create Undead[/I] spell. (SRD 3.5) [I]Field of Ghouls[/I] spell. (Libris Mortis) [I]Field of Ghouls[/I] spell. (Spell Compendium) [I]Ghoul Gauntlet[/I] spell. (Libris Mortis) [I]Ghoul Gauntlet[/I] spell. (Spell Compendium) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Change Zombie[/I] spell. (The Dread Codex) Create Undead feat. (Kobold Quarterly 7) [B]Lacedon:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised) A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III) An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) [B]Ghast:[/B] An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. (SRD 3.5) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis) Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Dread) Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Denizens of Dread) Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War) The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary) Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III) The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. (Kobold Quarterly 7) CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP (Kobold Quarterly 7) A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. (Monster Geographica Forest) Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest) An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert) An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex) Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex) [I]Create Undead[/I] spell. (SRD 3.5) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. (SRD 3.5) “Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. (SRD 3.5) The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. (SRD 3.5) Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. (SRD 3.5) As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. (SRD 3.5) The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). (SRD 3.5) Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. (SRD 3.5) When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror) Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. (Bestiary of Krynn Revised) Liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. (Complete Divine) Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. (Dragonlance Campaign Setting) They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. (Player's Handbook II) The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336) The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. (Savage Progressions Lich and Weretiger Template Classes) To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. (Savage Progressions Lich and Weretiger Template Classes) Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. (Savage Progressions Lich and Weretiger Template Classes) For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. (Savage Progressions Lich and Weretiger Template Classes) The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. (Savage Progressions Lich and Weretiger Template Classes) Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. (Villain Design Handbook) The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. (Villain Design Handbook) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Becoming a Lich (Villain Design Handbook) To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. (Villain Design Handbook) Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) (Villain Design Handbook) The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) (Villain Design Handbook) THE FINAL STEP TO LICHDOM (Villain Design Handbook) Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. (Villain Design Handbook) The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. (Villain Design Handbook) A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). (Villain Design Handbook) Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. (Villain Design Handbook) To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches) Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches) No one knows for certain how the first liches came to be. (Complete Guide to Liches) Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches) The creation of a lich requires a willing, living subject. (Complete Guide to Liches) The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches) In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. (Complete Guide to Liches) The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. (Complete Guide to Liches) Spellcasting: Caster level 11 Feats: Craft Wondrous Item The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. (Complete Guide to Liches) Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. (Complete Guide to Liches) Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. (Complete Guide to Liches) With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. (Complete Guide to Liches) The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. (Complete Guide to Liches) Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. (Complete Guide to Liches) The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. (Complete Guide to Liches) The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches) the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. (Kobold Quarterly 3) The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. (Kobold Quarterly 3) Liches are created, not born, and their only method of reproduction is the creation of a new lich. (Kobold Quarterly 3) The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. (Kobold Quarterly 3) The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. (Kobold Quarterly 3) This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. (Kobold Quarterly 3) As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. (Kobold Quarterly 3) The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. (Kobold Quarterly 3) This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. (Kobold Quarterly 3) Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. (Kobold Quarterly 3) The Journey (Kobold Quarterly 3) Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. (Kobold Quarterly 3) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) [B]Mohrg:[/B] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (SRD 3.5) Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised) Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. (Dragon 336) Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336) A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. (Elite Opponents Mohrgs) The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. (Kobold Quarterly 7) CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP (Kobold Quarterly 7) [I]Create Undead[/I] spell. (SRD 3.5) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (SRD 3.5) Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. (Heroes of Horror) Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror) For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror) The cleric can use create undead to turn these corpses into mummies. (Complete Divine) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336) On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336) This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. (Claw Claw Bite 3) The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. (Kobold Quarterly 7) CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7) [I]Create Undead[/I] spell. (SRD 3.5) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell from pestilence domain. (Complete Divine) Create Undead feat. (Kobold Quarterly 7) [B]Mummy Lord: [/B]Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. (SRD 3.5) [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. (SRD 3.5) Even as he died, Izzdelth was animated by the arcane energy he wielded. (Eberron Secrets of Xen'Drik) Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336) [B]Nightcrawler:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336) [B]Nightwalker:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336) [B]Nightwing:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336) [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. (SRD 3.5) Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis) Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised) In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336) Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary) Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds. (Claw Claw Bite 14) The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. (Kobold Quarterly 7) CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP (Kobold Quarterly 7) Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest) Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex) According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised) [I]Create Greater Undead[/I] spell. (SRD 3.5) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell. (Complete Divine) [I]Shadow Touch[/I] spell. (Villain Design Handbook) Create Undead feat. (Kobold Quarterly 7) [B]Shadow Greater:[/B] [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (SRD 3.5) “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (SRD 3.5) A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V) A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps) Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook) First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook) Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. (Villain Design Handbook) Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous) Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. (Book of Templates Deluxe 3.5) Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. (Book of Templates Deluxe 3.5) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions) Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. (Creature Collection III) In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. (Kobold Quarterly 7) Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground) As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground) If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised) [I]Animate Dead[/I] spell. (SRD 3.5) [I]Plague of Undead[/I] spell. (Libris Mortis) [I]Plague of Undead[/I] spell. (Heroes of Horror) [I]Plague of Undead[/I] spell. (Spell Compendium) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Corpse Soldiers[/I] spell. (Behind the Spells: Animate Dead) [I]Mark of Thralldom[/I] spell. (The Player's Guide to Arcanis) [I]My Life for Yours[/I] spell. (The Dread Codex) [I]Puppets of Death[/I] spell. (Complete Guide to Liches) [I]Horrible Army of the Dead[/I] epic spell. (Epic Insights Compiled and Updated) The Dead Walk warlock lesser invocation. (Complete Arcane) Create Undead feat. (Kobold Quarterly 7) Zone of Animation feat. (Complete Divine) Animating weapon quality. (Behind the Spells: Animate Dead) [B]Human Warrior Skeleton:[/B] [I]Skeletal Guard[/I] spell. (Spell Compendium) [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre: [/B]Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (SRD 3.5) Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd) The former high priest of the Monastery of the Unyielding Shield has become a spectre. (Eberron Faiths of Eberron) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. (Forgotten Realms Dragons of Faerun) A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315) When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. (Dragon 336) Spectres are born from sudden acts of violence. (Dragon 336) Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary) Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. (Kobold Quarterly 7) CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP (Kobold Quarterly 7) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised) The victims of a ghastly massacre. (Ultimate Toolbox) [I]Create Greater Undead[/I] spell. (SRD 3.5) Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell. (Complete Divine) Create Undead feat. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). (SRD 3.5) If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. (SRD 3.5) Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V) He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V) Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon) Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations) In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron) It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. (Eberron Secrets of Xen'Drik) The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. (Player's Handbook II) For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. (Player's Handbook II) Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. (Dragon 336) Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336) A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be) "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. (Savage Progressions Gaining a Template Midcampaign) A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. (Villain Design Handbook) One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). (Villain Design Handbook) The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. (Villain Design Handbook) The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). (Villain Design Handbook) Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. (Villain Design Handbook) After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. (Villain Design Handbook) The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. (Villain Design Handbook) Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. (Villain Design Handbook) Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. (Advanced Bestiary) Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary) If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5) The vampire is a powerful undead monster that spawns its own followers from living humans. (Complete Guide to Vampires) Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires) When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires) Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7) When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11) One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11) When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. (Kobold Quarterly 11) [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. (SRD 3.5) A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. (SRD 3.5) If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. (SRD 3.5) By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis) Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis) A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Denizens of Dread) A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Denizens of Dread) Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread) If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Denizens of Dread) An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Denizens of Dread) A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Denizens of Dread) A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. (Draconomicon) If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon) Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations) A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be) A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II) A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II) A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Variant Unicorns) A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Fight Club The Vampire Werewolf) A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign) A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. (Villain Design Handbook) A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. (Book of Templates Deluxe 3.5) If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5) When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11) One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11) Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. (World's Largest City) Vampiric Armor magic armor. (Villain Design Handbook) [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.5) A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. (SRD 3.5) Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. (Villain Design Handbook) Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. (Claw Claw Bite 3) They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. (Claw Claw Bite 3) Any humanoid slain by the Baron becomes a wight in 1d4 rounds. (Claw Claw Bite 3) Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis) Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [B]Wraith: [/B]Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336) Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. (Villain Design Handbook) The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. (Kobold Quarterly 7) CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7) Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex) [I]Create Greater Undead[/I] spell. (SRD 3.5) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [I]Create Greater Undead[/I] spell. (Complete Divine) [B]Dread Wraith:[/B] The oldest and most malevolent wraiths. (SRD 3.5) The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. (SRD 3.5) “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). (SRD 3.5) Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.5) If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. (SRD 3.5) As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III) As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III) Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V) Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis) Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis) Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Dread) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread) Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Dread) Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Denizens of Dread) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Dread) Emerald Reanimator Eldritch Machine magic item. (Eberron Campaign Setting) Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336) a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336) Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344) Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook) He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). (Villain Design Handbook) Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. (Villain Design Handbook) Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. (Villain Design Handbook) Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. (Villain Design Handbook) Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions) For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. (Creature Collection III) As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. (Creature Collection III) The undead servant is identical with a zombie of equal size. (Creature Collection III) Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III) An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III) Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport) Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport) A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7) When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. (Lords of the Night: Zombies) Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. (Lords of the Night: Zombies) If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. (Lords of the Night: Zombies) There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. (Lords of the Night: Zombies) A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. (Lords of the Night: Zombies) A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. (Lords of the Night: Zombies) A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. (Lords of the Night: Zombies) Ether zombie's Echoes of Life power. (Lords of the Night: Zombies) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms) While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground) The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground) Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. (Monster Geographica Plains and Desert) The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert) On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex) Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised) Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised) Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II). [I]Animate Dead[/I] spell. (SRD 3.5) [I]Greater Seed of Undeath[/I] spell. (Complete Mage) [I]Plague of Undead[/I] spell. (Libris Mortis) [I]Plague of Undead[/I] spell. (Heroes of Horror) [I]Plague of Undead[/I] spell. (Spell Compendium) [I]Seed of Undeath[/I] spell. (Complete Mage) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [I]Corpse Soldiers[/I] spell. (Behind the Spells: Animate Dead) [I]Mark of Thralldom[/I] spell. (The Player's Guide to Arcanis) [I]My Life for Yours[/I] spell. (The Dread Codex) [I]Puppets of Death[/I] spell. (Complete Guide to Liches) [I]Power Word Reanimate[/I] spell. (Lords of the Night: Zombies) [I]Rite of Returning[/I] spell. (Lords of the Night: Zombies) The Dead Walk warlock lesser invocation. (Complete Arcane) Create Undead feat. (Kobold Quarterly 7) Zone of Animation feat. (Complete Divine) Animating weapon quality. (Behind the Spells: Animate Dead) [B]Kobold Zombie:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Troglodyte Zombie:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Umber Hulk Zombie:[/B] ? [B]Gray Render Zombie:[/B] ? [/spoiler] 3.5 WotC[spoiler] SRDs[spoiler] SRD 3.5: [spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [B]Devourer:[/B] ? [I]Create Greater Undead[/I] spell. [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. [B]Ghoul:[/B] An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. [I]Create Undead[/I] spell. [B]Lacedon:[/B] ? [B]Ghast:[/B] An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. [I]Create Undead[/I] spell. [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. “Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. [B]Mohrg:[/B] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. [I]Create Undead[/I] spell. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [I]Create Undead[/I] spell. [B]Mummy Lord: [/B]Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. [B]Nightcrawler:[/B] ? [B]Nightwalker:[/B] ? [B]Nightwing:[/B] ? [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. [I]Create Greater Undead[/I] spell. [B]Shadow Greater:[/B] ? [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [I]Animate Dead[/I] spell. [B]Human Warrior Skeleton:[/B] ? [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre: [/B]Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [I]Create Greater Undead[/I] spell. [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. [B]Wraith: [/B]Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [I]Create Greater Undead[/I] spell. [B]Dread Wraith:[/B] The oldest and most malevolent wraiths. [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Creatures killed by a mohrg rise after 1d4 days as zombies. If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. [I]Animate Dead[/I] spell. [B]Kobold Zombie:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Troglodyte Zombie:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Umber Hulk Zombie:[/B] ? [B]Gray Render Zombie:[/B] ? [I]Animate Dead[/I] Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit) The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. [I]Create Undead[/I] Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer [/spoiler] 3.5 Psionics SRD: [spoiler] [B]Undead Psionic Creature:[/B] ? [B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. [B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. (Psionics Unbound) [/spoiler] 3.5 Epic SRD: [spoiler][B]Atropal:[/B] ? [B]Demilich: [/B]“Demilich” is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part. The process of becoming a demilich can be undertaken only by a lich acting of its own free will. Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. [B]Hunefer:[/B] ? [B]Lavawight:[/B] Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Shadow of the Void:[/B] ? [B]Shape of Fire:[/B] ? [B]Winterwight: [/B]Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [B]Mummy 18 HD: [/B]A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic) A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters) [I]Mummy Dust[/I] epic spell (srd 3.5 epic) [B]Spectre:[/B] Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later). Mummy Dust Necromancy [Evil] Spellcraft DC: 35 Components: V, S ,M, XP Casting Time: 1 standard action Range: Touch Effect: Two 18-HD mummies Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (–4 DC), expensive material component (ad hoc –4 DC). When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character’s every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels. Material Component: Specially prepared mummy dust (10,000 gp). XP Cost: 2,000 XP. Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam). Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day. Mummy Rot (Su): Supernatural disease—slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [/spoiler] [/spoiler] WotC Books[spoiler] [URL='https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596']Monster Manual:[/URL][spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. Humanoids who die from this attack are transformed into bodaks 24 hours later. [B]Devourer:[/B] ? [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6. [B]Ghost Human Fighter 5:[/B] ? [B]Ghoul:[/B] Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Ghoul Fever. [B]Lacedon:[/B] ? [B]Ghast:[/B] An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Ghoul Fever. [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. [B]Lich Human Wizard 11:[/B] ? Crying Fields. (Eberron Five Nations) [B]Lich Nonhumanoid:[/B] ? [B]Mohrg:[/B] Mohrgs are reahe animated corpses of mass murderers or similar villains who died without atoning for their crimes. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Mummy Lord:[/B] Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. [B]Nightcrawler:[/B] ? [B]Nightwalker:[/B] ? [B]Nightwing:[/B] ? [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. [B]Greater Shadow:[/B] ? [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [B]Human Warrior Skeleton:[/B] ? [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre:[/B] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [B]Vampire Human Fighter 5:[/B] ? The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) Crying Fields. (Eberron Five Nations) [B]Vampire Half-Elf Monk 9/Shadowdancer 4:[/B] ? The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [B]Wight:[/B] Wights are undead creatures given a semblance of life through sheer violence and hatred. Any humanoid slain by a wight becomes a wight in 1d4 rounds. [B]Wraith:[/B] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [B]Dreadwraith:[/B] The oldest and most malevolent wraiths. [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. [B]Kobold Zombie:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Troglodyte Zombie:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Umber Hulk Zombie:[/B] ? [B]Gray Render Zombie:[/B] ? Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.[/spoiler] [URL='http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596']Monster Manual III:[/URL][spoiler] [B]Boneclaw:[/B] The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. (Dragon 336) This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336) [B]Bonedrinker:[/B] Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual. The ritual that turns a bugbear corpse into a bonedrinker requires the [I]create undead[/I] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals. [B]Bonedrinker Lesser:[/B] Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins. The ritual that turns a bugbear corpse into a bonedrinker requires the [I]create undead[/I] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. [B]Charnel Hound:[/B] Charnel hounds are a stunning achievement of some crazed necromancer or god of death. The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. (Dragon 336) No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. (Dragon 336) The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). (Dragon 336) On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336) Crying Fields. (Eberron Five Nations) [B]Deathshrieker:[/B] The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well. [B]Deathshrieker Advanced:[/B] Truly cataclysmic battles sometimes spawn deathshriekers of incredible power. [B]Drowned:[/B] The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336) [B]Dust Wight:[/B] Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. [B]Ephemeral Swarm:[/B] Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed. Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated. [B]Grimweird:[/B] Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane. [B]Necronaut:[/B] Necronauts are created by demons on plains of bones in the Abyss. Necronauts form near sinister planar rifts that haunt the Mournland. [B]Plague Spewer:[/B] ? they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague. [B]Salt Mummy:[/B] Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane. Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits. [B]Vasuthant:[/B] ? Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness. [B]Vasuthant Horrific:[/B] A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy. [B]Zombie:[/B] As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler] [URL='http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596']Monster Manual IV:[/URL][spoiler] [B]Bloodhulk:[/B] Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling. A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims. Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors. The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult. • You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate: A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features. • In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk. • Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control. [B]Defacer:[/B] A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages. A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger. Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts. [B]Necrosis Carnex:[/B] A necrosis carnex is created from several corpses bound together with cold iron bands. They have a simple and stark existence, stemming entirely from their origin as purposefully created undead. A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes. [B]Plague Walker:[/B] A plague walker is an undead weapon created by evil mages and clerics. As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities. Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability. [B]Web Mummy:[/B] “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator. Web mummies are undead creatures animated by a spider with a connection to negative energy. A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy. [B]Vitreous Drinker:[/B] The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler] [URL='http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596']Monster Manual V:[/URL][spoiler] [B]Blackwing:[/B] The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings. The necromantic ritual used to create blackwings requires the intact body of a giant eagle. Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains. [B]Deadborn Vulture Zombie:[/B] When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability. A deadborn vulture reanimates as a zombie after it dies. [B]God-Blooded Orcus-Blooded:[/B] Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template. [B]Haunt:[/B] Haunts are spirits that left unfi nished business in life and have returned to seek recompense. [B]Bridge Haunt:[/B] A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was. This is a bridge haunt, the incorporeal spirit of someone who died at this bridge. [B]Forest Haunt:[/B] Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond. This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born. [B]Taunting Haunt:[/B] A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer. This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard. [B]Phantom:[/B] “Phantom” is an acquired template that can be applied to any corporeal creature [B]Phantom Ghast Ninja:[/B] By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service. [B]Sanguineous Drinker:[/B] Occasionally, small packs of three to nine individuals form in areas of intense death and suffering. Necromancers and cunning undead spellcasters create sanguineous drinkers. Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy. A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker. [B]Skull Lord:[/B] Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul. The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say. Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses. The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place. [B]Bonespur:[/B] Bonespurs are animalistic monstrosities created only for fighting and killing. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures. [B]Serpentir:[/B] Serpentirs are dreadful snakelike undead formed from several skeletons. A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [B]Spectral Rider:[/B] Each spectral rider is born of particular circumstances. Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh. A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death. Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior. [B]Skeleton:[/B] A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [B]Vampire:[/B] Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. [B]Vampire Spawn:[/B] By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. [B]Zombie:[/B] Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler] [URL='http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596']Libris Mortis:[/URL][spoiler] [B]Angel of Decay:[/B] ? [B]Atropal Scion:[/B] Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature. [B]Blaspheme:[/B] Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians. Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers. [B]Bleakborn:[/B] Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances. [B]Blood Amniote:[/B] If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. [B]Bloodmote Cloud:[/B] ? [B]Bone Rat Swarm:[/B] ? [B]Boneyard:[/B] ? [B]Brain in a Jar:[/B] The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers. [B]Cinderspawn:[/B] Cinderspawn are burnt-out undead remnants of creatures of elemental fire. [B]Corpse Rat Swarm:[/B] ? [B]Crypt Chanter:[/B] Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later. [B]Deathlock:[/B] Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. [B]Dessicator:[/B] Desiccators are the dried-out undead remnants of creatures of elemental water. [B]Dream Vestige:[/B] The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over. When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total. [B]Entomber:[/B] Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. [B]Entropic Reaper:[/B] Entropic reapers are undead that arise in Limbo. [B]Evolved Undead:[/B] An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime. When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution. “Evolved undead” is an acquired template that can be added to any undead with an Intelligence score. [B]Forsaken Skin:[/B] Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control. [B]Ghost Brute:[/B] Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts. A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction. “Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8. Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) [B]Gravetouched Ghoul:[/B] Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template. “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher. [B]Hulking Corpse:[/B] ? [B]Mummified Creature:[/B] Mummies are undead creatures, embalmed using ancient necromantic lore. “Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do. [B]Murk:[/B] A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds. [B]Necromental:[/B] A necromental is the undead remnant of an elemental creature. “Necromental” is an acquired template that can be added to any elemental. [B]Necropolitan:[/B] Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration. “Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid. Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea. The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed. The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate. [B]Plague Blight:[/B] Plague blights are animated corpses of humanoids who died from plague or rot. [B]Quell:[/B] ? [B]Raiment:[/B] A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim. [B]Revived Fossil:[/B] Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead. Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived. “Revived fossil” is an acquired template that can be added to any corporeal creature. [B]Skin Kite:[/B] When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. [B]Skirr:[/B] ? [B]Skulking Cyst:[/B] A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell). [I]Necrotic Cyst[/I] spell. [B]Slaughter Wight:[/B] Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead. Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances. [B]Slaymate:[/B] Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. [B]Spectral Lyricist:[/B] In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them. [B]Swarm-Shifter:[/B] “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score. [B]Tomb Motes:[/B] Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. [B]Umbral Creature:[/B] “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. [B]Visage:[/B] The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders. Any evil outsider slain by a visage becomes a visage 24 hours after death. [B]Voidwraith:[/B] ? [B]Wheep:[/B] ? [B]Ghoul:[/B] Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. [B]Ghost:[/B] Most humanoids who engage in such activities and return from the grave are mere ghouls. Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis) “Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis) [B]Shadow:[/B] Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. [B]Wight:[/B] Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. [B]Zombie:[/B] Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler] [URL='http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596']Heroes of Horror:[/URL][spoiler] [B]Jonah Parsons Human Ghost Expert 4:[/B] Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room. Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.” What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him. The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence. Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb. [B]Haunting Presence:[/B] Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first. As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith. [B]Bane Wraith:[/B] They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions. [B]Bloodrot:[/B] While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied. [B]Tainted Minion:[/B] A tainted minion is a mortal who has been transformed into a horrific undead servant of evil. “Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score. [B]Tainted Minion Human Fighter 5:[/B] ? [B]Undead:[/B] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [I]Oath of Blood[/I] spell. [B]Lich:[/B] When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. [B]Mummy:[/B] Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. [B]Skeleton:[/B] [I]Plague of Undead[/I] spell. [B]Vampire:[/B] Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. [B]Wraith:[/B] Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. [B]Zombie:[/B] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [I]Plague of Undead[/I] spell. [B]Corpse Gatherer:[/B] Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. OATH OF BLOOD Necromancy Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M, DF Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: See below Saving Throw: None Spell Resistance: Yes Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death. Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.) Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level. The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released. The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast. Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler] [URL='https://www.drivethrurpg.com/product/51630/Complete-Adventurer-35?affiliate_id=17596']Complete Adventurer[/URL][spoiler] [B]Vampire, Malkan Ry-Ul:[/B] ? [B]Undead:[/B] ? [B]Vampire:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/3733/Complete-Arcane-35?affiliate_id=17596']Complete Arcane[/URL][spoiler] [B]Spellstitched:[/B] Spellstitched creatures are undead that have been powerfully enhanced and fortified by arcane means. Spellstitched creatures can be created only by a wizard or sorcerer with the Craft Wondrous Item feat and of sufficient level to cast the spells to be imbued within the undead’s body. The creation process takes a number of days equal to the Wisdom score of the undead creature being spellstitched (so a minimum of 10 days) and requires the expenditure of 1,000 gp for carving or tattooing materials in addition to 500 XP x the undead creature’s Wisdom score. Undead with arcane spellcasting abilities can spellstitch themselves. “Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or higher (referred to hereafter as the base creature). [B]Spellstitched Ghast:[/B] ? [B]Spellstitched Skeleton:[/B] ? [B]Vecna, The Whispered One, The Maimed Lord:[/B] ? [B]Skeleton:[/B] The Dead Walk warlock lesser invocation. [B]Zombie:[/B] The Dead Walk warlock lesser invocation. [B]Bodak:[/B] ? [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Devourer:[/B] ? [B]Lich:[/B] ? [B]Nightshade:[/B] ? [B]Undead:[/B] ? [B]Vampire:[/B] ? [B]Ghost:[/B] ? THE DEAD WALK Lesser; 4th You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.[/spoiler] [URL='https://www.drivethrurpg.com/product/28308/Complete-Divine-35?affiliate_id=17596']Complete Divine[/URL][spoiler] [B]Skeleton Animal:[/B] Blighter's Undead Wild Shape power. Blighter's Animate Dead Animal power. [B]Skeleton Animal Large:[/B] Blighter's Undead Wild Shape power 5th level. [B]Skeleton Animal Huge:[/B] Blighter's Undead Wild Shape power 9th level. [B]Zombie Animal:[/B] Blighter's Animate Dead Animal power. [B]Lich Wizard 15, Herald of Vecna:[/B] ? [B]Nightwalker, Herald of Nerull:[/B] ? [B]Vampiric Drow Cleric:[/B] ? [B]Vecna, God of Secrets, Maimed One:[/B] ? [B]Kas:[/B] ? [B]Undead:[/B] Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. The souls of characters who die in specific ways sometimes become undead. Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [B]Allip:[/B] Those driven to suicide by madness become allips. Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. [B]Devourer:[/B] [I]Create Greater Undead[/I] spell. [B]Ghost:[/B] Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. Reading from the Scroll of Uncertain Provenance relic. [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Lich:[/B] liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. [B]Lich Wizard 11:[/B] ? [B]Mummy:[/B] The cleric can use create undead to turn these corpses into mummies. [I]Create Greater Undead[/I] spell from pestilence domain. [B]Nightshade:[/B] ? [B]Shadow:[/B] [I]Create Greater Undead[/I] spell. [B]Skeleton:[/B] Zone of Animation feat. [B]Spectre:[/B] [I]Create Greater Undead[/I] spell. [B]Vampire:[/B] Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [B]Vampire Monk 9/Shadowdancer 4:[/B] ? [B]Wight:[/B] Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [B]Wraith:[/B] [I]Create Greater Undead[/I] spell. [B]Dread Wraith:[/B] ? [B]Zombie:[/B] Zone of Animation feat. Zone of Animation [Divine] [Epic] You can channel negative energy to animate undead. Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead. Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons. Undead Wild Shape (Sp): At 3rd level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows: — Type changes to undead. — Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge). — +2 Dexterity, no Constitution score. — Immunity to cold. — Damage reduction 5/bludgeoning. The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level. Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day. Scrolls of Uncertain Provenance: These bundles of rough parchment have long been associated with Wee Jas, although even her lorekeepers don’t know where the first ones came from. Their name is something of a misnomer: The scrolls of uncertain provenance are not spells stored in written form. Instead, they are a collection of death-obsessed writings in an unknown hand. Those who can command the lore with a set of scrolls of uncertain provenance, it is said, have power over life and death itself. But there are several barriers to understanding the lore of the scrolls. To begin with, they’re written in nearly every language, ancient and modern, and they sometimes switch languages within the same sentence. One hour of reading allows a DC 20 Knowledge (religion) check to learn anything useful from the scrolls, with a +2 bonus for every language the reader speaks. Multiple readers can assist one another in translation, lending the languages they know automatically, but they share in the risk as well (detailed below). Read magic and comprehend languages spells don’t help a reader understand the scrolls, so cryptic are their wisdom. A reader—or at least one reader if a group is translating together—must worship Wee Jas to get anything at all from the scrolls. The second barrier to reading scrolls of uncertain provenance is that the reader often draws near to the border between life and death himself. Whenever someone spends an hour reading scrolls of uncertain provenance, they must roll on the following table whether or not they learn anything useful. d% Effect 01–10 DC 20 Will save or go insane (as the insanity spell). 11–30 DC 20 Will save or the scrolls bestow greater curse upon you. 31–60 DC 20 Will save to receive a geas/quest to perform for Wee Jas. 61–90 Take 1d6 negative levels as energy drain (DC 20 Fort save negates after 24 hours) 91–100 DC 20 Fortitude save or become a ghost for a year and a day. While the risks of reading scrolls of uncertain provenance are great, so too are the rewards. A character who successfully reads from the scrolls for the listed time can choose from the following benefits. Time Benefit 1 hour Renewal pact for yourself 2 hours Renewal pact for another 3 hours Death pact for yourself 4 hours Death pact for another 6 hours True resurrection (and the scrolls disappear) To use this relic, at least one reader must worship Wee Jas and either sacrifice an 8th-level divine spell slot or have the True Believer feat and at least 15 HD. Strong necromancy; CL 15th; Sanctify Relic, Craft Wondrous Item, death pact, renewal pact, true resurrection, creator must worship Wee Jas; Price 118,000 gp; Weight 10 lb.[/spoiler] [URL='https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596']Complete Mage:[/URL][spoiler] [B]Zombie:[/B] [I]Seed of Undeath[/I] spell. [I]Greater Seed of Undeath[/I] spell. SEED OF UNDEATH Necromancy Level: Cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: Living humanoid or animal touched Duration: 1 day/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal. You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains. Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead). Material Component: A black onyx gem worth 25 gp per HD of the subject. SEED OF UNDEATH, GREATER Necromancy Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Area: 40-ft.-radius emanation Every creature in the area briefly takes on a corpselike appearance, then returns to normal. This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect. Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected. Material Component: A black onyx worth at least 5,000 gp.[/spoiler] [URL='https://www.drivethrurpg.com/product/1750/Complete-Warrior-35?affiliate_id=17596']Complete Warrior[/URL][spoiler] [B]Undead:[/B] ? [B]Ghost:[/B] ? [B]Lich Lord:[/B] ? [B]Vampire:[/B] ? [B]Vampire Spawn:[/B] ? [B]Vecna:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596']Draconomicon:[/URL][spoiler] [B]Undead Dragon:[/B] It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Dracolich:[/B] The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. “Dracolich” is an acquired template that can be added to any evil dragon. A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. (Eberron Campaign Setting) Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. (Forgotten Realms Dragons of Faerun) While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. (Forgotten Realms Dragons of Faerun) In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. (Forgotten Realms Dragons of Faerun) The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. (Forgotten Realms Dragons of Faerun) [B]Ancient Blue Dracolich:[/B] ? [B]Proto-Dracolich:[/B] A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. [B]Ghostly Dragon:[/B] Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted. “Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Ghostly Adult Green Dragon:[/B] ? [B]Skeletal Dragon:[/B] Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death. “Skeletal” is an acquired template that can be applied to any dragon. [B]Skeletal Mature Adult Black Dragon:[/B] ? [B]Vampiric Dragon:[/B] Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy. “Vampiric” is a template that can be added to any dragon of at least adult age. An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Vampiric Mature Adult Red Dragon:[/B] ? [B]Zombie Dragon:[/B] A zombie dragon is created by use of the animate dead spell or by a vampiric dragon. “Zombie” is a template that can be added to any dragon of at least adult age. Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons. [B]Zombie Young Adult White Dragon:[/B] ? [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. [B]Vampire:[/B] If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed). Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp. Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay. When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely. Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler] [URL='https://www.drivethrurpg.com/product/51634/Dragon-Magic-35?affiliate_id=17596']Dragon Magic:[/URL][spoiler] [B]Undead Dragon:[/B] ? [B]Dracolich:[/B] ? [B]Ghost Dragon:[/B] ? [B]Vampiric Dragon:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/28592/Dragonlance-Campaign-Setting-35?affiliate_id=17596']Dragonlance Campaign Setting:[/URL][spoiler] [B]Death Knight of Krynn:[/B] Death knights are terrifying corruptions of those who once served as champions of a god. Only a handful of such beings have existed in Krynn’s history, most of whom were Knights of Solamnia in life. Gods of Evil create death knights in return for terrible acts on the part of those who have spurned the protection of the deities of Good. “Death knight” is a template that can be added to any humanoid creature of 6th level or higher. [B]Lord Ausric Krell, Death Knight Fighter 5, Knight of the Lily 7:[/B] A Nordmaarian youth recruited directly by Lord Ariakan, Lord Ausric Krell rose to hold the rank of “Night Warrior” in the Knights of Takhisis, serving and fighting directly under Lord Ariakan himself during the Chaos War. Dishonoring himself and disobeying every tenet of the Dark Knights, Ausric secretly plotted against his lord, finally poisoning Ariakan’s mount before the last, fateful battle with the forces of Chaos. Anyone who might have discovered Ausric’s treachery died in the battle, and he too was overwhelmed and killed by the enemy. The goddess Zeboim, however, found out about the murder of her son and was determined to avenge him. She cursed Ausric to eternal, tormented life. [B]Fireshadow:[/B] Any living creature reduced to Constitution 0 by the green flame of a fireshadow becomes a fireshadow within 1d4 rounds. [B]Skeletal Warrior:[/B] Skeletal warriors were dangerous combatants in life who are forced to battle on after death. To be considered for transformation to a skeletal warrior, a character must be at least 3rd level. “Skeletal warrior” is a template that can be added to any humanoid creature. If a death knight creates a skeletal warrior, it must serve its master until either the death knight or skeletal warrior is destroyed. When a skeletal warrior is created through arcane or divine magic, however, its soul is trapped in a golden circlet, which can then be used to command the creature. Unless commanded against it, a skeletal warrior will do anything in its power to recover the golden circlet and ensure its own free will. A skeletal warrior’s golden circlet is much like a lich’s phylactery. The spellcaster creating the golden circlet must be a cleric, mystic, sorcerer, or wizard of at least 6th level who possesses the Craft Wondrous Item feat. The golden circlet costs 60,000 stl and 2,400 XP to create and has a caster level equal to that of its creator at the time of its creation. Physically, golden circlets are unremarkable bands of gold with a circumference large enough to fit around the creator’s head. The golden circlet has a hardness rating of 10, 20 hit points, and a break DC of 20. Here Sir Ausric Krell, a death knight served by a group of skeletal warriors, is imprisoned, battered by a perpetual storm. Fighting loneliness and boredom, he might keep captives alive for a time before killing them. He forces those he kills to serve him forever as skeletal warriors. [B]Grimix, Skeletal Warrior Barbarian 4:[/B] A minotaur warrior who survived a shipwreck upon the island of Storm’s Keep, Grimix found himself challenged by the death knight, Lord Ausric. Never one to back down, Grimix fought the death knight and was quickly dispatched. Ausric admired the minotaur’s bravery in the face of overwhelming odds, and raised him as a skeletal warrior to serve in the death knight’s growing retinue. [B]Spectral Minion:[/B] A spectral minion is the soul of an intelligent humanoid who died before she could fulfill an important vow. Even in death, spectral minions are bound by the vow or quest placed upon them while they were alive. “Spectral minion” is a template that can be added to any humanoid, monstrous humanoid or giant creature. Spectral minions may have been anything in life, from a lowly clerk to a mighty heroic paladin. [B]Dedrinch, Spectral Minion Expert 5:[/B] This spectral minion was a former scribe and archivist who turned to forgery as a way to make more money. Although he can provide helpful advice or information to adventurers who encounter him in his buried library ruins, his overriding goal is to create perfect forgeries of all the volumes in his collection. [B]Lord Soth, Death Knight:[/B] When Lord Soth was cursed for his crimes at the moment of the Cataclysm, he became a death knight. [B]Fistandantilus, Demilich:[/B] ? [B]Undead Dragon:[/B] ? [B]Shadow Wight:[/B] ? [B]Frost Wight:[/B] ? [B]Undead:[/B] Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Skeleton:[/B] ? [B]Wight:[/B] ? [B]Zombie:[/B] ? [B]Lich:[/B] Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. [B]Banshee:[/B] ? [B]Ghost:[/B] The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake.[/spoiler] [URL='https://www.drivethrurpg.com/product/28474/Eberron-Campaign-Setting-3e?affiliate_id=17596']Eberron Campaign Setting:[/URL][spoiler] [B]Deathless:[/B] Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. The deathless are strongly tied to the plane of Irian, the Eternal Day, the birthplace of all souls. In fact, the death less are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. In the center of the island-continent lies a region where necromantic energy flows easily, and it was here that the elf Priests of Transition discovered the rites and rituals required to preserve their elders beyond death. The Aereni preserve their greatest heroes as deathless. (Eberron Player's Guide to Eberron) The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. (Eberron Player's Guide to Eberron) In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron) [B]Ascendant Councilor:[/B] ? [B]Karrnathi Skeleton:[/B] It has been imbued with malign intelligence, and its bones have been treated alchemically to make them more resilient. Karrnathi skeletons are created from the remains of elite Karrnathi soldiers slain in battle. First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse. Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations) [B]Karrnathi Skeleton Archer:[/B] ? [B]Karrnathi Zombie:[/B] It has been imbued with evil intelligence, and its desiccated flesh has been treated alchemically to make it more resilient. Karrnathi zombies are created from the remains of elite Karrnathi soldiers slain in battle. First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse. Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations) [B]Karrnathi Zombie Archer:[/B] ? [B]Undying Councilor:[/B] Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits. An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants. [B]Undying Soldier:[/B] An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants. [B]Erandis d'Vol, Vol, Queen of the Dead, Elf Half-Dragon Lich Wizard 16:[/B] In life, Vol was the heir to the fortunes of House Vol. She carried the Mark of Death and proudly proclaimed her heritage as both elf and green dragon. Her half-dragon blood, once thought to be a way to end the elf-dragon wars, eventually led to the eradication of House Vol as both elves and dragons declared the mixing of the species to be an abomination. Lady Vol survived the destruction of her family, but became an undead creature—a lich. As the Vol family was slaughtered, the matriarch used her powers over death to make sure her beloved daughter survived. Erandis became a lich, and now remains as the single memory of her family’s ancient glory. [B]Undead Mind Flayer:[/B] ? [B]Kaius III , Kaius I, Human Vampire Aristocrat 2, Fighter 11:[/B] When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire. The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. (Eberron Five Nations) [B]Moranna, Human Vampire Aristocrat 4/sorcerer 5:[/B] ? Kaius turned his granddaughter into a vampire. (Eberron Five Nations) [B]Malevanor, Mummy Half-Elf Cleric 8:[/B] ? [B]Spectral Dinosaur:[/B] ? [B]Undead Lizardfolk Priest:[/B] ? [B]Undead Dragon:[/B] ? [B]Undead Rat Monstrosity:[/B] Deep in the sewers of Sharn, a mad necromancer assembles a device to transform the rats of the city into undead monstrosities. [B]Skeletal Dragon:[/B] ? [B]Ghostbear:[/B] Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. [B]Zombie:[/B] Emerald Reanimator Eldritch Machine magic item. [B]Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Lich:[/B] ? [B]Ghoul:[/B] ? [B]Ghost:[/B] When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. d% Result 01–50 Spell functions normally. 51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character. 81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost. 91–99 The spell functions normally, but a nalfeshnee possesses the raised character. 100 The spell does not function; instead, a nalfeshnee animates the body. Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. [B]Dracolich:[/B] The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. [B]Dust Wight:[/B] ? [B]Ephemeral Swarm:[/B] ? [B]Bodak:[/B] ? [B]Nightshade:[/B] ? [B]Shadow:[/B] ? [B]Necronaut:[/B] ? [B]Vasuthant:[/B] ? Emerald Reanimator: This gruesome device incorporates bone and undead flesh into its construction. Any creature that dies within 2 miles of this eldritch machine immediately animates as a zombie under the control of the device’s creator. An emerald reanimator must be built within a manifest zone linked to Mabar.[/spoiler] [URL='https://www.drivethrurpg.com/product/51636/Faiths-of-Eberron-35?affiliate_id=17596']Eberron Faiths of Eberron:[/URL][spoiler] [B]General Raulz, Karrnathi Skeleton Cleric 9:[/B] ? [B]Erandis d'Vol:[/B] Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich. [B]Kaius I, Human Vampire:[/B] Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom. Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, so he agreed. Vol deceived him, however, and used the ritual to turn Kaius into her own personal thrall as a vampire. [B]Malevanor, Mummy Cleric 9:[/B] ? [B]Baszilio, Human Vampire Rogue 2, Wizard 5, Cleric 3:[/B] ? [B]Randall A leazar d’Deneith, Vampire Human Rogue 7:[/B] ? [B]Spectre:[/B] The former high priest of the Monastery of the Unyielding Shield has become a spectre.[/spoiler] [URL='https://www.drivethrurpg.com/product/121301/EBERRON-Five-Nations-35?manufacturers_id=44?affiliate_id=17596']Eberron Five Nations[/URL][spoiler] [B]Ghostbeast:[/B] ? [B]Mourner:[/B] Mourners are undead native to the Mournland, the remains of soldiers who died as a consequence of a great betrayal. All verifiable mourners were once Thrane soldiers under the command of General Kalion Adara at Arjon Ford. They formed in the wake of whatever cataclysm created the Mournland. During the Last War, a legion of Thrane soldiers marched into northern Cyre to halt the advance of several hundred living and undead soldiers from Karrnath. In the Battle of Arjon Ford, the Thrane and Karrnathi forces were about evenly matched, but the terrain and troop disposition gave Thrane a slight edge. On the evening before battle, leaders on both sides outlined their plans and formed their strategies. Each force controlled one side of the Emerald Gleam River. The river was wide and easily crossed at the Arjon Ford. General Delios Adara led the Thrane forces. His plan relied on the organization and cooperation of the three captains under his command: Captain Mythulan Vasiraghi, Captain Thellia Zant, and Captain Kalion Adara (Delios’s daughter). Unknown to Delios, Karrnath had sent a changeling named Qui in disguise to spy upon the Thrane military leaders. Qui gained more than just strategic and tactical information; he found a conflict among the generals that he could exploit. Kalion had long envied her father’s prestige and resented his condescension and lack of confidence in her leadership ability. The spy did what he could to play upon this bitterness. Mere days before the Battle of Arjon Ford, Qui approached Kalion with a deal. Karrnath promised her land, titles, and a prestigious military post superior to what she held in Thrane’s army. Her instructions were to lead her troops (300 soldiers in all) back away from the river toward a narrow culvert. Karrnathi troops would cut off their escape. She agreed, on the condition that if Karrnath ever captured her father, he would not be killed but instead imprisoned to live and watch his daughter’s success. The battle started much as expected. Mythulan feinted across the river, drawing Karrnath’s attention. As he withdrew, Thellia’s troops pressed forward. However, Kalion’s troops did not engage as planned. Lacking any opposition in the center, the Karrnathi forces wedged down the center of the field and split the Thrane forces in two. Kalion’s soldiers had little regard for their captain, but they respected her father greatly. Told that they were circling around in a clever maneuver planned by General Adara, they entered the narrow culvert. Volleys of Karrnathi arrows rained death upon them. All three hundred of Kalion’s soldiers died. Back at Arjon Ford, the situation looked grim for Thrane. Delios worried about his daughter and the missing troops. Karrnath, it seemed, would win the day. Then, above the din and fury of battle, he heard the sound of Cyran trumpets. Cyran soldiers and warforged attacked the Karrnathi forces from the east, pulling the enemy forces in two directions. Heartened by the arrival of the Cyran troops, the Thrane soldiers fought with renewed vigor. The tide of battle had turned, and Thrane won a costly victory that day. After the battle, Kalion Adara’s betrayal became known. Many believe that Kalion fled to Karrnath, but to this day she has not resurfaced, leading some to suspect that she, in turn, was betrayed and killed. The arrow-pocked bodies of the three hundred soldiers who died in the ambush were laid to rest. The bodies were interred in a mass grave, their arms and armor returned to the army for redistribution to other troops. The presiding cleric from the Church of the Silver Flame held a memorial ceremony for the betrayed soldiers. Three days after the Battle of Arjon Ford, a cataclysm transformed Cyre into the Mournland. The soldiers killed by Kalion Adara’s betrayal rose from their mass grave as mourners. Perhaps they seek the death of Kalion, or perhaps they resent those who left them in the Mournland to rot. Whatever they want, they haven’t found it yet. [B]Jarren Firstblood:[/B] ? [B]Skeletal Steed, Heavy Warhorse Skeleton:[/B] ? [B]Madox's Skeletal Steed, Heavy Warhorse Skeleton:[/B] ? [B]Dire Wolf Skeleton:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]King Kaius, Kaius III, Kaius I, Human Vampire Aristocrat 2/Fighter 11:[/B] The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. [B]Charnel Hound:[/B] Crying Fields. [B]Lich Wizard 11:[/B] Crying Fields. [B]Dread Wraith:[/B] Crying Fields. [B]Bodak:[/B] Crying Fields. [B]Devourer:[/B] Crying Fields. [B]Spectre:[/B] Crying Fields. [B]Vampire Fighter 5:[/B] Crying Fields. [B]Greater Shadow:[/B] Crying Fields. [B]Undead:[/B] Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol. The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. [B]Ghost:[/B] ? [B]Lich:[/B] ? [B]Lich Queen Vol:[/B] ? [B]Karrnathi Skeleton:[/B] Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. [B]Karrnathi Zombie:[/B] Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. [B]Wight:[/B] ? [B]Vampire Spawn:[/B] Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. [B]Vampire:[/B] Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. [B]Regent Moranna Ir-Wynarn, Human Vampire Aristocrat 4/Necromancer 5:[/B] Kaius turned his granddaughter into a vampire. [B]Malevanor, Mummy Cleric 8:[/B] ? [B]Mummy:[/B] ? [B]Wraith:[/B] ? [B]Boneclaw:[/B] ? [B]Salt Mummy:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Allip:[/B] ? [B]Shadow:[/B] ? [B]Ogre Zombie:[/B] ? CRYING FIELDS Haunted Battlefield; Temperate Plains Twenty-seven days of the month, the Crying Fields of southern Aundair are quiet grasslands notable only for the red-tinged flora and the white stone monuments and crypts that dot the landscape. But on nights when the moon is full, the Crying Fields become a twisted mockery of a Last War battlefield, with once-living soldiers battling each other to gain the victory they could not attain in life. The Crying Fields lie east of Ghalt near the Thrane border. Thrane armies, attempting to avoid long sieges of Tower Valiant or Tower Vigilant, invaded toward Ghalt on five separate occasions during the Last War. Each time, a bloody battle was fought among the farms of southeast Aundair—hundreds of acres of land that now comprise the Crying Fields. Aundairian farmers long since abandoned the farms, and now the only life in the Crying Fields is the hardy, crimson-tinged grass that sprang up when the fields lay fallow. Even on the sunniest day, visitors to the Crying Fields can hear the clash of swords and cries of anguish, though muffled and distant as if issuing from another world. At night the sounds of battle grow louder and more distinct. On the night of the full moon, the battle be comes entirely real, as undead soldiers, Aundairian and Thrane alike, emerge from the night to battle one another—and any among the living who are brave enough or unlucky enough to be in the Crying Fields on that night.[/spoiler] [URL='https://www.drivethrurpg.com/product/29550/Players-Guide-to-Eberron-35?manufacturers_id=44?affiliate_id=17596']Eberron Player's Guide to Eberron[/URL][spoiler] [B]Vol, Demilich:[/B] ? [B]Krael Kavarat, Vampire:[/B] ? [B]Erandis d'Vol, Vol the Lich-Queen, Queen of the Undead, Half-Dragon, Half-Elf Lich:[/B] ? [B]Deathless:[/B] The Aereni preserve their greatest heroes as deathless. The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. [B]Vampire:[/B] In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. [B]Undead:[/B] ? [B]Undying Councilor:[/B] ? [B]Undying Soldier:[/B] ? [B]Lich:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghost:[/B] Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. Mastery of the Dead feat. Mastery of the Dead You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells. Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy). Benefit: Whenever you slay a creature with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature’s HD) as a free action to transform the slain creature’s spirit into a ghost under your control. If the check succeeds, the ghost appears in the slain creature’s space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don’t share a language), even attacking its former allies if you so choose. It remains present for a number of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can’t be returned to life by any means. You can’t have more than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remains (the other disappears, its soul freed from your control).[/spoiler] [URL='https://www.drivethrurpg.com/product/58527/EBERRON-Secrets-of-Sarlona-35?affiliate_id=17596']Eberron Secrets of Sarlona:[/URL][spoiler] [B]Old Copper Dragon Ghost:[/B] ? [B]Undead:[/B] Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). [B]Zombie:[/B] Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).[/spoiler] [URL='https://www.drivethrurpg.com/product/51648/EBERRON-Secrets-of-XenDrik-35?affiliate_id=17596']Eberron Secrets of Xen'Drik:[/URL][spoiler] [B]Cloud Giant Skeleton:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded. [B]Advanced Bodak:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded. [B]Vampire:[/B] It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. [B]Skeleton:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Zombie:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Spectre:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Mummy:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Wraith:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Undead:[/B] If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. [B]Nightshade:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded.[/spoiler] [URL='https://www.drivethrurpg.com/product/28713/EBERRON-Sharn-City-of-Towers-35?affiliate_id=17596']Eberron Sharn: City of Towers[/URL][spoiler] [B]Feral Spirit:[/B] The legends say that these are the spirits of the warriors who fought for Lord Tarkanan in the War of the Mark. The death curse of the Lady of the Plague bound them to the hordes of vermin called up from below. However, feral spirits can be found beyond Sharn. Any region with a link to Mabar—such as the Gloaming in the Eldeen Reaches—could produce these unnatural swarms. [B]Forgewraith:[/B] The incorporeal spirit of a powerful humanoid consigned to death in the lava furnaces below Sharn, a forgewraith is one of the most fearsome undead creatures found in the city. Some forgewraiths are actually formed from multiple weaker spirits rather than a single powerful soul. Any humanoid slain by a forgewraith becomes a forgewraith in 1d4 rounds. Its body dissolves into ash, while its spirit is torn free from its corpse and transformed. [B]Rancid Beetle Zombie:[/B] Rancid beetle zombies are the animated forms of humanoids who died from beetle rot or the swarm attack of a rancid beetle swarm. The growth of a rancid beetle swarm inside the corpse has caused its skin to harden like chitin, and the body is incredibly resilient. A creature killed by a rancid beetle zombie rises as a rancid beetle zombie in 1d4+1 rounds. A creature that dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days. A rancid beetle zombie is animated by the rancid beetle swarm inside it, though they are separate creatures. A creature that is killed by a rancid beetle swarm immediately becomes a rancid beetle zombie. A creature who dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days. [B]Lady Jesel Tarra'az, Human Vampire Monk 6:[/B] ? [B]Gath, Human Lich Cleric 14:[/B] ? [B]Calderus, Psionic Vampire:[/B] ? [B]Undead:[/B] ? [B]Lich:[/B] ? [B]Vampire:[/B] ? [B]Nightshade:[/B] ? [B]Death Knight:[/B] ? [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Mohrg:[/B] ? [B]Mummy:[/B] ? [B]Spectre:[/B] ? [B]Vampire Spawn:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] ? [B]Effigy:[/B] ? [B]Famine Spirit:[/B] ? [B]Gravecaller:[/B] ? [B]Jahi:[/B] ? [B]Spawn of Kyuss:[/B] ? [B]Spellstitched:[/B] ? [B]Huecuva:[/B] ? [B]Bonedrinker:[/B] ? [B]Plague Spewer:[/B] ? [B]Vol:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596']Eberron The Forge of War:[/URL][spoiler] [B]Karrnathi Dread Marshall:[/B] The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before. [B]Skeletal Heavy Warhorse:[/B] ? [B]Avlast, Ghast Fighter 2:[/B] ? [B]Shiril, Wight Rogue 2:[/B] ? [B]Lavro, Mummy:[/B] ? [B]Mathir, Ghoul Adept 4:[/B] ? [B]Woeforged:[/B] The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear. [B]Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:[/B] ? [B]Undead:[/B] During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! [B]Karrnathi Skeleton:[/B] ? [B]Karrnathi Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [B]Human Warrior Skeleton:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Bleakborn:[/B] ? [B]Bodak:[/B] ? [B]Ghoul:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [B]Ghost:[/B] In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. [B]Ghost Brute:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [B]Deathshrieker:[/B] ? [B]Ghast:[/B] Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [B]Spectre:[/B] ? [B]Wraith:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596']Fiendish Codex I Hordes of the Abyss:[/URL][spoiler] [B]Ghoul:[/B] Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler] [URL='https://www.drivethrurpg.com/product/57386/Dragons-of-Faerun-35?affiliate_id=17596']Forgotten Realms Dragons of Faerun:[/URL][spoiler] [B]Spectral Creature:[/B] “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature under the command of its killer in 1d4 rounds. Create Spectral Spawn feat. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows) [B]Spectral Spitting Felldrake:[/B] ? Quildan has created two undead guardians for the main supply entrance. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows) [B]Aghazstamn, Wyrm Blue Diembodied Dracolich:[/B] ? [B]Alasklerbanbastos, “The Greay Bone Wyrm”, the Great Bone Wyrm of Dragonback Mountain, Great Wyrm Blue Dracolich:[/B] Alasklerbanbastos is literally just the skeleton of a great wyrm blue dragon animated by a fell intelligence that clings to existence with fierce intensity. After Tchazzar’s apparent ascension to godhood in the Year of the Dracorage (1018 DR), Alasklerbanbastos turned to the nascent Dragon Cult cell in Mourktar in a desperate bid for additional power and underwent the transformation ritual to become a dracolich shortly thereafter. [B]Alglaudyx, Wyrm Black Dracolich:[/B] ? [B]Arkhelthingril, “Ice”, Old White Dracolich:[/B] ? [B]Arlauthra Manytalons, Wyrm Black Dracolich:[/B] ? [B]Aurgloroasa, The Sibilant Shade, First Whisperer, Wyrm Shadow Dracolich:[/B] ? [B]Azarvilandral, “Shard”, Old Blue Dracolich:[/B] ? [B]Azurphax, Adult Green Dracolich:[/B] ? [B]Calathanorgoth, “The Old One”, Black Wyrm Dracolich:[/B] In the Year of the Immortals (1037 DR), Calathanorgoth transformed himself into a dracolich with the aid of the Cult, who hoped to subsume the magical might of House Orogoth. [B]Canthraxis, Adult Blue Dracolich:[/B] ? [B]Capnolithyl, “Brimstone”, Vampiric Advanced 36 HD Smoke Drake Dragon Sorcerer 10:[/B] ? [B]Chardansearavitriol, “Ebondeath”, Very Old Black Disembodied Dracolich:[/B] ? [B]Crimdrac, Ancient Red Dracolich:[/B] ? [B]Daurgothoth, “The Creeping Doom”, First Reader, Great Wyrm Black Dracolich Wizard 20, Archmage 5:[/B] ? [B]Dretchroyaster, “The Monarch Reborn”, Wyrm Green Dracolich:[/B] ? [B]Eboanaflimoth, “Ebonflame”, Adult Red Dracolich:[/B] ? [B]Garrathmaw, “Insyzor”, “Incisor”, Very Old Fang Dracolich:[/B] ? [B]Ghaulantatra, Old Mother Wyrm, Ghostly Great Wyrm White Dragon:[/B] Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair. [B]Goarulskul, “the Black”, Wyrm Black Dracolich:[/B] ? [B]Gotha, Ancient Red Dracolich:[/B] ? [B]Greshrukk, “Red Eye”, Old Red Disembodied Dracolich:[/B] ? [B]Halatathlaer, Ghostly Ancient Copper Dragon:[/B] ? [B]Hethcypressarvil, “Cypress the Black”, Wyrm Black Dracolich:[/B] ? [B]Iltharagh, “Golden Night”, Very Old Topaz Dracolich:[/B] ? [B]Ividilandyr, “Ivy Deathdealer”, Mature Adult Green Dracolich:[/B] ? [B]Jaxanaedegor, Very Old Green Vampiric Dragon:[/B] ? [B]Khalahmongre, Ancient Blue Dracolich:[/B] ? [B]Kistarianth, “The Red”, Ancient Red Dracolich:[/B] ? [B]Kryonar, Wrym White Dracolich:[/B] ? [B]Malygris, “The Suzerain of Anauroch”, Very Old Blue Dracolich:[/B] In the Year of the Sword (1365 DR), the Sembian cell convinced a very old blue dragon named Malygris to become a dracolich. [B]Mornauguth, “The Moor Dragon”, Young Adult Green Dracolich Cleric 8: Rauglothgor, Great Wyrm Red Dracolich:[/B] ? [B]Sapphiraktar, “The Blue”, Wyrm Blue Dracolich:[/B] ? [B]Saurglyce, Mature Adult White Dracolich:[/B] ? [B]Shargrailer, “The Dark”, “The Sacred One”, Great Wyrm Red Disembodied Dracolich:[/B] Sammaster and his followers created their first dracolich, Shargrailer, in the Year of the Queen’s Tears (902 DR). [B]Shhuusshuru, “Shadow Wing”, Great Shadowing of the Far Hills, Great Wyrm Shadow Dracolich:[/B] ? [B]Urshula, Very Old Black Dracolich:[/B] ? [B]Uthagrimnoshaarl, Great Wyrm Shadow Dracolich:[/B] ? [B]Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6, Assassin 3:[/B] ? [B]Vr’tark, Mature Adult Blue Dracolich:[/B] ? [B]Xavarathimius, “The Everlasting Wyrm”, Great Wyrm Green Dracolich:[/B] ? [B]Zethrindor, Ancient White Disembodied Dracolich:[/B] ? [B]Sammaster, Lich:[/B] In the Year of Many Mists (1282 DR), Sammaster briefly returned as a lich, once criteria he had set into play three centuries before were finally resolved amid the ruined city of Harrowsmouth. [B]Thaluul, Ghost Beholder:[/B] Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair. [B]White Dracolich:[/B] ? [B]First Interpreter, Alagshon Nathaire, Banelich Human Cleric 25, Divine Disciple 5:[/B] Before his own destruction, Sammaster secretly brought Alagshon Nathaire back from the dead as a banelich. Sammaster brought him back from the dead in the Year of Rogue Dragons (1373 DR) as a banelich, intending to make restore him to his position as Second-Speaker. [B]Reveilaein Brant, Dracolich Half-Black Dragon Human Wizard 6:[/B] While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. Fascinated by the idea of becoming immortal but aware of his human limitations, the young apprentice sought a way to transform himself into a half-dragon. Reveilaein was aware that his master Vargo had once been a normal human but had discovered an alchemical process that turned him into a half-black dragon. The young mage concocted a scheme to steal the formula. He waited until Vargo was busy with Cult duties and ripped the page out of the mage’s notes that contained the formula. Reveilaein had the command word to bypass the wards on Vargo’s spellbook, having required it for some of his tasks as an apprentice. What he did not expect is that ripping the page also set off a ward. Vargo sensed the ripping of his spellbook and immediately transported himself back to his chambers. Reveilaein was somewhat prepared for such an eventuality. He read a scroll of teleport he had stolen from Vargo and transported himself away from the Well. Reveilaein retreated to Arabel, where he analyzed the alchemical formula stolen from Vargo and the ritual described on the tablet. He searched out a priest of Kalzareinad, employing considerable resources to pay a diviner to locate a follower of the dark demigod. The divinations paid off, and Reveilaein located Morven Vance, a Mulan priestess of Kalzareinad. Morven was a disciple of Maldraedior (LE male great wyrm blue dragon ascendant 3) and is one of a very small number of worshipers of Kalzareinad. Tantalizing the priestess with a relic of her deity, Reveilaein convinced her to help him perform his two rituals. It occurred to him that she might seek to slay him or steal the knowledge for herself, but he was too obsessed with immortality and power to care. Morven did indeed consider the possibility of killing the wizard or stealing the magic. In a moment of weakness, while helping him perform the ritual, she became too afraid to seize the artifact for herself. She helped Reveilaein perform the ritual to transform him into a Kaemundar. [B]Lacedon Ghast:[/B] ? [B]Gilgeam:[/B] The worshipers of Gilgeam have just suffered what might be their worst defeat. They managed to bring their deity back in an undead body, but the followers of Tiamat and their allies destroyed the god-king, ending any hope of his return. [B]Dracolich Slough:[/B] The magic used to create dracoliches is a powerful and wellcontrolled secret, but it does result in occasional unforeseen consequences. As a dracolich ages and moves around its lair, it brushes up against its treasure and rock formations; it has occasional fights with dragon slayers, and almost always wins. This daily wear and tear leads to sloughing of the rotting tissue hanging on a dracolich’s massive frame. What few know is that this sloughed carrion often has a life of its own. Dracolich slough tends to accumulate, and due to the negative energy of the magic infusing the dracolich, it gathers in small piles. [B]Djinni Ghost, Undead Genie:[/B] Ghazir the Deserts Edge magic item. [B]Frost Giant Phantasm, Frost Giant Ghost, Frost Giant Spirit:[/B] Ghazir the Deserts Edge magic item. [B]Spectre:[/B] Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. [B]Dracolich, Sacred One, Night Dragon:[/B] Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. [B]Ghostly Dragon:[/B] ? [B]Vampiric Dragon:[/B] ? Ghazir the Desert’s Edge Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary weapon of the Shoon Imperium with a cursed reputation. Lore: Characters can gain the following pieces of information about Ghazir by making Knowledge (arcana) or Knowledge (history) checks. DC 15: In the Year of the Burnished Blade (276 DR), Qysar Shoon IV of the Shoon Imperium fashioned a uniquely powerful scimitar from the shifting sands of the Calim Desert, drawing on the trove of magical lore seized from the hoard of Rhimnasarl the Shining. Shoon IV was a necromancer, unskilled in swordplay, who crafted the weapon solely to prove it could be done. The blade (named Ghazir, or “war crescent” in Alzhedo) lay unused in the royal vaults for nearly a decade after it was forged. DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon V formally bequeathed the scimitar to a senior ralbahr (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi Memnon, as a symbol of office. Faruk had long championed the conquest and colonization of the Nelanther, as the genie-haunted isles west of Zazesspur were known, and the gift was seen as a symbol of the qysara’s favor. The ensuing naval campaign was a great success; nearly a score of rogue djinn were slain, and the gale-force winds that had long prevented the safe passage of sailing ships along the Sword Coast abated. Despite the construction of the Sea Towers of Irphong and Nemessor, the subsequent colonization efforts foundered, due to the nobles’ distaste for the constant cool winds (which many attributed to the angry spirits of the djinn) and other factors of living close to the stormy Trackless Sea. Faruk was eventually cashiered in the Year of Sundered Sails (302 DR) by the qysara’s successor, Shoon VI, and Ghazir was returned to the vaults beneath the Imperial Mount of Shoonach, where it languished for nearly three decades. DC 30: The winter that stretched from the Year of Roused Giants (330 DR) to the Year of Cold Clashes (331 DR) was one of the coldest on record in the Shoon Imperium. The Calishar Emirates were blanketed in snow, and raiding giants emerged from the mountains to plunder isolated communities. After a large tribe of frost giants began harrying the outlying farms of Athkatla, Qysar Shoon VII dispatched a large company of soldiers to deal with the menace. Ghazir was loaned to the troops’ colonel, Balak Muham yn Daud el Talhib, who used Desert’s Edge to dispatch dozens of northern behemoths. Although Muham was hailed as a hero upon his return to Shoonach, Ghazir’s reputation was tarnished by the string of harsh winters that followed, coupled with reports that the frost giants’ spirits continued to haunt the Cloud Peaks. Rumors suggested that the weapon was in some manner cursed, and that the souls of its victims remained tethered to this world where they continued to harass the living. It was deemed politically expedient by Shoon VII’s viziers to return Ghazir to the royal vaults, where it lay untouched until the fall of the Imperium. In the Year of the Corrie Fist (450 DR), Iryklathagra seized Ghazir along with many other treasures as she plundered Shoonach, and Desert’s Edge has lain untouched in her hoard ever since. Description: Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the wake of Memnon’s Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar’s smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV. Effect: Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk. Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have created djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks. Consequences: Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert’s Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir’s Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra’s hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir’s reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert’s Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well. The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert’s Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar. Overwhelming conjuration; CL 20th.[/spoiler] [URL='https://www.drivethrurpg.com/product/28731/Players-Handbook-II-35?affiliate_id=17596']Player's Handbook II:[/URL][spoiler] [B]Tanneth Silverwright, Vampire Fallen Paladin:[/B] ? [B]Undead:[/B] Necrotic Cradle. [B]Sashess, Half-Elf Vampire Monk:[/B] The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. One of these vampires, a half-elf monk named Sashess, is rumored to haunt the lands around the Necrotic Cradle still. [B]Raptor-Pharaoh mummy:[/B] ? [B]Displacer Beast Skeleton:[/B] ? [B]Sorcerer Wraith:[/B] ? [B]Vampire Halfling:[/B] ? [B]Vampire:[/B] The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. [B]Devourer:[/B] ? [B]Dread Wraith:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Nighwing:[/B] ? [B]Human Vampire Fighter 5:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Half-Elf Vampire Monk 9, Shadowdancer 4:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Lich:[/B] They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. [B]Ghost:[/B] ? [B]Demilich:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Vecna:[/B] ? [B]Wight:[/B] ? The Necrotic Cradle: Character rebuilds that relate to necromancy (both undeath and aspects of the physical body) seem particularly appropriate for the Necrotic Cradle. This location might allow any or all of the following rebuilds: return an undead character to life, exchange life for undeath at the cost of an appropriate number of character levels, change ability scores, or exchange class levels or prestige class levels for necromancy-themed class levels or prestige class levels. Certain places of power allow those with mettle to change themselves in strange and wondrous ways. Rumor holds that in some such places, a person can ignore the plans of the gods and even change his race. Because the Necrotic Cradle is a place where life and death meet and mix, great changes can be wrought there.[/spoiler] [URL='https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596']Spell Compendium:[/URL][spoiler] [B]Dog Skeleton:[/B] ? [B]Orc Skeleton:[/B] ? [B]Zombie Fighter:[/B] ? [B]Zombie Warhorse:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Undead:[/B] [I]Kiss of the Vampire[/I] spell. [B]Vampire:[/B] ? [B]Bodak:[/B] [I]Bodak's Glare[/I] spell. [B]Skeleton:[/B] [I]Plague of Undead[/I] spell. [B]Zombie:[/B] [I]Plague of Undead[/I] spell. [B]Ghoul:[/B] The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). [I]Field of Ghouls[/I] spell. [I]Ghoul Gauntlet[/I] spell. [B]Wight:[/B] ? [B]Human Warrior Skeleton:[/B] [I]Skeletal Guard[/I] spell. [B]Kobold Zombie:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Troll Skeleton:[/B] ? [B]Ogre Zombie:[/B] ? [B]Allip:[/B] ? [B]Ghast:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Vampire Spawn:[/B] ? [B]Devourer:[/B] ? [B]Mohrg:[/B] ? [B]Nightshade:[/B] ? [B]Wraith:[/B] ? [B]Spectre:[/B] ? [B]Lich:[/B] ? BODAK’S GLARE Necromancy [Death, Evil] Level: Abyss 8, Cleric 8 Components: V, S, F Casting Time: 1 standard action Range: 30 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself. Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze. If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check. Focus: A black onyx gem worth at least 500 gp. FIELD OF GHOULS Necromancy [Death, Evil] Level: Hunger 7 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control. Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed. The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10. GHOUL GAUNTLET Necromancy [Death, Evil] Level: Hunger 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living humanoid creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118). If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. KISS OF THE VAMPIRE Necromancy Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action. • enervation, as a melee touch attack • vampiric touch, as a melee touch attack • charm person • gaseous form (self only) While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds. Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires. Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead. Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp. SKELETAL GUARD Necromancy [Evil] Level: Sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One or more fingerbones Duration: Instantaneous Saving Throw: None Spell Resistance: No Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones. You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead). Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.[/spoiler] [/spoiler] Dragon Magazine:[spoiler] Dragon 315 [B]T'liz:[/B] Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health. “T’liz” is an acquired template that must be applied to any humanoid creature. [B]Ghoul Fleshgivor:[/B] Repeat uses of rejuvenative corpse on the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church. An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight. [B]Ghast Fleshgivor:[/B] An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight. “Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead [B]Spectre:[/B] A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. Dragon 322 [B]Nether Hound:[/B] Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus. The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform. “Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment. Dragon 324 [B]Icy Prisoner:[/B] Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. [B]Steaming Soldier:[/B] Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds. Dragon 334 [B]Humbaba:[/B] Some believe that they were first created by the gods of the afterlife. Dragon 336 [B]Favored Spawn of Kyuss:[/B] Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions. “Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature. By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie. [B]Allip:[/B] The allip is the spirit of someone driven to suicide by madness. Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. [B]Bodak:[/B] Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. [B]Bone Naga:[/B] Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate. It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath. [B]Boneclaw:[/B] Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. This rite requires the spells create undead (caster level 15+) and greater magic fang. [B]Charnel Hound:[/B] The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. [B]Crawling Head:[/B] The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation. The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings. [B]Crimson Death:[/B] Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death. [B]Death Knight:[/B] The demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light. [B]Drowned:[/B] Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. [B]Effigy:[/B] Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath. [B]Famine Spirit:[/B] Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities. Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit. [B]Ghast:[/B] The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. [B]Ghost:[/B] Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. [B]Ghoul:[/B] Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. [B]Huecuva:[/B] Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath. In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva. [B]Lich:[/B] As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. The comparable rite for clerical liches involves create undead, harm, and unhallow. [B]Mohrg:[/B] Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. Only the spell create undead can form a mohrg from a corpse that is not a murderer. [B]Mummy:[/B] Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. [B]Nightshade:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. [B]Shadow:[/B] In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. [B]Spectre:[/B] When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. Spectres are born from sudden acts of violence. [B]Sword Wraith:[/B] Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts. [B]Vampire:[/B] Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. [B]Wight:[/B] Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. [B]Wraith:[/B] Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. [B]Spawn of Kyuss:[/B] The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization. Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within. A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later. The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes. [B]Zombie:[/B] Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. Dragon 339 [B]Animus:[/B] An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor. “Animus” is an acquired template that can be added to any humanoid creature. [B]Lich, Suel:[/B] Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland. “Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level. Dragon 340 [B]Cauldron Spawn:[/B] If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn. “Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template. Dragon 343 [B]Living Wall:[/B] Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh. “Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice. [/spoiler] Web Articles[spoiler][URL='http://archive.wizards.com/default.asp?x=dnd/we/20040522a']Complete Divine Web Enhancement More Divinity:[/URL][spoiler] [B]Shadow:[/B] ? [B]Allip:[/B] ? [B]Wraith:[/B] ? [B]Spectre:[/B] ? [B]Greater Shadow:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20030822a']Dragonlance Campaign Setting Web Enhancement Minor Dragon Overlords of the Fifth Age:[/URL][spoiler] [B]Frostwight:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20030823a']Elite Opponents Gnolls:[/URL][spoiler] [B]Y'reess, Fiendish Gnoll Vampire Ranger 9:[/B] Once a member of an elite caste of demon-touched gnolls, Y'reess was an esteemed hunt leader among his people. Many years ago, he ran afoul of a powerful vampire when his pack of hunters discovered the creature's tomb. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20060407a']Elite Opponents Creatures That Cannot Be:[/URL][spoiler] [B]Demon Vampire, Vampiric Glabrezu, Glabrezu Vampire:[/B] ? [B]Gelatinous Cube Vampire:[/B] ? [B]Gelatinous Vampire Bear:[/B] ? [B]Gelatinous Vampire Griffon:[/B] ? [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [B]Vampire:[/B] A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20070401a']Elite Opponents Creatures That Cannot Be II:[/URL][spoiler] [B]Vampiric Vine Horror:[/B] ? [B]Vampire Night Twist:[/B] ? [B]Nymph Lich Druid 6:[/B] ? [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Monstrous Vampire:[/B] A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20040821a']Elite Opponents Mohrgs:[/URL][spoiler] [B]Shadow Mohrg:[/B] ? [B]Spellstitched Mohrg:[/B] ? [B]Elite Fiendgrafted Mohrg:[/B] ? [B]Kurge the Executioner, Mohrg Assassin 5:[/B] ? [B]Mohrg:[/B] A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. [B]Zombie:[/B] Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20030905a']Elite Opponents Ogre Mages:[/URL][spoiler] [B]Nam-Sun, Ghost Half-Green-Dragon/Half-Ogre-Mage Sorcerer 8:[/B] Slain decades ago by a rival ogre mage, Nam-Sun now haunts the forest where she once lived. She hungers only for revenge against her killer, who currently serves as advisor to a tribe of fire giants in a distant mountain range. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20060714a']Elite Opponents Variant Blackspawn Stalkers:[/URL][spoiler] [B]Blackspawn Stalker Mumia Swarm-Shifter:[/B] Undoubtedly some splinter group devoted to Nerull or Lolth or even Tiamat made a blackspawn stalker into a mumia so it could continue the fight, and the patron deity gave it swarm powers. [B]Imhotep:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20070713a']Elite Opponents Variant Frostwind Viragos:[/URL][spoiler] [B]Spellwarped Silveraith Frostwind Virago:[/B] ? [B]Silveraith:[/B] A spellcaster killed outright by the backlash of this Spellwarped Silveraith Frostwind Virago creature's magic absorption rises as a silveraith in 1d4 days if it would qualify for the template. [B]Juju Zombie:[/B] Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20060324a']Elite Opponents Variant Medusas:[/URL][spoiler] [B]Ghost Medusa:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20061219a']Elite Opponents Variant Unicorns:[/URL][spoiler] [B]Monstrous Vampire Unicorn:[/B] ? [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Monstrous Vampire:[/B] A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20070413a']Elite Opponents Weird and “Wonderful” Stirges:[/URL][spoiler] [B]Ghost Brute Stirge:[/B] The ghost brute stirge (CR 2) was driven to return from death by an unquenchable thirst for warm blood, and it single-mindedly searches for victims to sate its terrible cravings. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/eo/20040201a']Elite Opponents Wyverns:[/URL][spoiler] [B]Skeletal Wyvern:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/ei/20030810a']Epic Insights Compiled and Updated:[/URL][spoiler] [B]Skeleton:[/B] [I]Horrible Army of the Dead[/I] epic spell. HORRIBLE ARMY OF THE DEAD Necromancy [Death, Evil] Spellcraft DC: 112 Components: V, S Casting Time: 1 full round Range: 300 ft. Area: 300-ft. radius Target: One or more living creatures Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 1,008,000 gp; 21days; 40,320 XP. Seeds: animate dead (DC 23), slay (DC 25). Factors: reduce casting time by 9 rounds (+18 DC), create additional 60 HD of undead (+60 DC), create skeletons (-12 DC). Mitigating factor: burn 1,000 XP (-10 DC). All living creatures within the area (to a maximum of 80 HD, no creature with more than 10 HD is affected) wither and die, their flesh falling to dust in seconds. The next round, these creatures rise as skeletons. You can naturally control 1 HD of undead per caster level; any undead beyond this number are uncontrolled (but since you’re probably creating them out of the middle of your enemy’s army, they’ll cause plenty of chaos on their own). XP Cost: 1,000 XP.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fw/20041126a']Far Corners of the World Shadows of Glory Monsters of the Lost City:[/URL][spoiler] [B]Golem Remnant:[/B] With the passage of countless ages, the majority of any guardians and sentinels that survived the ancient cataclysm long since died or moved to different regions. Yet one category of creature in particular remained at their posts: constructs. The golems and other animated guardians created by the ancients simply remained at their posts, patient and silent, awaiting new orders that would never come. Eventually, the elements wore down even these ancient constructs, and their bodies fell apart from disuse. Yet so strong was the binding magic that anchored the animating elemental spirits to these ancient golems that when the bodies died, their elemental "souls" died as well -- yet they did not return to the elemental planes once their bodies wasted away. Still bound to a body that no longer existed, these disembodied elemental spirits transformed into strange undead known today as golem remnants. A golem remnant is a particularly unusual undead creature. The elemental spirits that create them are no longer bound to the Material Plane, yet their ages of idle torment that ended with dissolution universally leave them insane, and once freed, they seek out other statues, suits of armor, even dead bodies to inhabit and animate.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fc/20051209a']Fight Club Chuladoal:[/URL][spoiler] [B]Chuladoal Fiendish Gravetouched Ghoul Swarm-Shifter Troll:[/B] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [B]Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll:[/B] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [B]Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian 4:[/B] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fc/20070622a']Fight Club Drossang Tachlash:[/URL][spoiler] [B]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 1:[/B] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [B]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5:[/B] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [B]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5/Incantatrix 4:[/B] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fc/20070803a']Fight Club Imbrudar:[/URL][spoiler] [B]Imbrudar, Brain in a Jar Psion 2:[/B] Imbrudar was created in a lab long ago. [B]Imbrudar, Brain in a Jar Psion 9:[/B] Imbrudar was created in a lab long ago. [B]Imbrudar, Brain in a Jar Psion 13:[/B] Imbrudar was created in a lab long ago.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fc/20070323a']Fight Club The Vampire Werewolf:[/URL][spoiler] [B]Nadezda Jilek, Orc Werewolf Vampire Scout 5:[/B] Among the colony of orc werewolves, Nadezda wasn't that special or even noticed. As one among many in the pack, she took her place like everyone else. She trained as a scout and hunted food for the tribe. On her last hunt, lycanthrope-hating paladins and clerics wiped out her whole tribe while she was away, and she returned to a burned village and piles of charred corpses. As she grieved and buried her kin that night, a vampire attacked her. [B]Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious templar 4:[/B] After Nadezda's tribe was wiped out, she wandered the world for a while, and eventually fell in with a temple of Gruumsh. She trained as a temple guardian and served in that capacity for a few years before the temple was attacked by a vampire. She did her best to hold it at bay, but in the end she was overcome. [B]Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious Templar 4/Shadowdancer 1/Warshaper 4:[/B] After years of serving a temple of Gruumsh as a pious templar, Nadezda became disillusioned with religion and wandered the world again. Along the way she met a druid and learned much from him about shapechanging and controlling her body. But wanderlust called again, and she was on the verge of departing when a vampire attacked them both. [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Monstrous Vampire:[/B] A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/fc/20060317a']Fight Club Voidmind Rot Reaver:[/URL][spoiler] [B]Sapphiraktar, Dracolich:[/B] ? [B]Zombie:[/B] As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/al/20040602a']Forgotten Realms Adventure Locales The Haunted Glen:[/URL][spoiler] [B]Haunted Glen:[/B] Some time ago, a fey nymph visited him, fell in love with him, and enticed him to fall in love with her. This love was his undoing, for his paramour was an evil fey from the Unseelie Court. She and a group of evil fey creatures came one night and captured the woodsman, and in a night-long dance ritual stole his soul, or at least a part of it. The ritual so affected the trees that they can no longer grow in the clearing. They carried the body into the forest and hid it; later, animals ate it. Part of his spirit remains, seeking wholeness or rest, but unable really to affect the world around him. (This is the darkness or sadness that presses upon the area.)[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/al/20050223a']Forgotten Realms Adventure Locales The Ruined Village Square:[/URL][spoiler] [B]Fronn, Human Ghost Ranger 9:[/B] The three people who were lost from the village died (either due to the passing of time or unlucky mishaps with the portal), but only the farmer's son became a ghost and started haunting the ruins. This ghost is the form that one occasionally glimpses in the square, and he is restlessly trying to find a way home. He may choose to interact with the PCs if they stay in the ruins area for at least 2 hours. His name is Fronn, and he came to realize how he was transported via the fountain; though he died, his spirit remained behind at the site of the portal. Because of this, he tries to keep other people out of the fountain during the times that the portal is active.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20060503a']Forgotten Realms City of Splendors Waterdeep Web Enhancement Environs of Waterdeep:[/URL][spoiler] [B]Baelnorn:[/B] ? [B]Daurgothoth, The Creeping Doom, First Reader of the Cult of the Dragon, Black Greay Wyrm Dracolich Wizard 20/Archmage 5:[/B] ? [B]Larloch:[/B] ? [B]Hill Giant Skeleton:[/B] ? [B]Death Tyrant:[/B] ? [B]The Howler, Banshee:[/B] ? [B]Umbralax, Shadow Dracolich:[/B] ? [B]Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft, Vampire Shield Dwarf Cleric 10:[/B] ? [B]Skeleton:[/B] ? [B]Lich:[/B] ? [B]Lacedon:[/B] ? [B]Wraith:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20070425a']Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows:[/URL][spoiler] [B]Spectral Shadow Dragon:[/B] In the Year of the Darkspawn (634 DR), the shadow dragons of Clan Jaezred were overthrown by their own half-drow/half-shadow dragon progeny, known as the zekylen, who had mastered powerful planar magic in secret while purporting to serve their masters. Haerinvureem, a great shadow wyrm better known as “Shimmergloom,” escaped the carnage through the Shadow Plane, but the rest of his clan were slain and reanimated as spectral creatures. Spectral shadow dragons, undead remnants of the shadow dragons of Clan Jaezred. [B]Spectral Spitting Felldrake:[/B] Quildan has created two undead guardians for the main supply entrance. [B]Spectral Creature:[/B] Create Spectral Spawn feat. [B]Shadow:[/B] ? Create Spectral Spawn You have the ability to create undead spawn with ties to the Plane of Shadow with your energy drain ability. Prerequisite: Energy drain special ability. Benefits: Creatures slain with your energy drain ability arise as sp[spoiler]awn under your control with the spectral creature†† template. They remain under your control until your death.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20070307b']Forgotten Realms Dragons of Faerun Web Enhancement New Draconic Monsters:[/URL][spoiler] [B]Hoarder Dragon:[/B] Hoarders are dragons who were so greedy in life that when they died, they could not abandon their treasure. While they hold many similarities to ghosts, these creatures manifest for entirely different reasons. Their unfettered avarice causes them to haunt the site of their hoard, unwilling to give up a single coin. In life, most hoarders worshipped Task, the dragon god of greed. Scholars suggest that he rewards them for their service by transforming them into hoarders when they die. They point out that the creatures usually use gems the color of their scales for eyes. "Hoarder" is a template that can be added to any nongood dragon. [B]Amilektrevitrioelis, "Amilek", Mature Blue Dragon Hoarder:[/B] As Amilek grew in size and greed, he attracted the attention of Task, the dragon god of greed. Most blues have aspirations of tyranny and domination, but Amilek was an exception. Task loved to watch the avaricious blue writhing in his mountains of coins, spending months cataloging his wealth, down to the last copper piece. Amilek was one of Task's favorite, receiving numerous gifts from The Taker throughout the years. What he did not know was that the spirit of Amilek still existed, called back to the treasure hoard by its dark master.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20060913a']Forgotten Realms Dragons of Faerun Web Enhancement Roll Call of Dragons:[/URL][spoiler] [B]Aghazstamn, Wyrm Blue Disembodied Dracolich:[/B] ? [B]Alasklerbanbastos, The "Great Bone Wyrm", Great Wyrm Blue Dracolich:[/B] ? [B]Alglaudyx, Wyrm Black Dracolich:[/B] ? [B]Arkhelthingril, "Ice", Old White Dracolich:[/B] ? [B]Arlauthra Manytalons, Wyrm Black Dracolich:[/B] ? [B]Aurgloroasa, "The Sibilant Shade", Wyrm Shadow Dracolich:[/B] ? [B]Azarvilandral, "Shard", Old Blue Dracolich:[/B] ? [B]Azurphax, Adult Green Dracolich:[/B] ? [B]Calathanorgoth, "The Old One", Wyrm Black Dracolich:[/B] ? [B]Canthraxis, Adult Blue Dracolich:[/B] ? [B]Capnolithyl, "Brimstone", Vampiric Advanced 36 HD Smoke Drake Sorcerer 10:[/B] ? [B]Chardansearavitriol, "Ebondeath", Very Old Black Disembodied Dracolich:[/B] ? [B]Crimdrac, Ancient Red Dracolich:[/B] ? [B]Daurgothoth, "The Creeping Doom", Great Wyrm Black Dracolich Wizard 20/Archmage 5:[/B] ? [B]Dretchroyaster, "The Monarch Reborn", Wyrm Green Dracolich:[/B] ? [B]Eboanaflimoth, "Ebonflame", Adult Red Dracolich:[/B] ? [B]Garrathmaw, "Insyzor", "Incisor", Very Old Fang Dracolich:[/B] ? [B]Ghaulantatra, "Old Mother Wyrm", Ghostly Great Wyrm White Dragon:[/B] ? [B]Goarulskul, "The Black", Wyrm Black Dracolich:[/B] ? [B]Gotha, Ancient Red Dracolich:[/B] ? [B]Greshrukk, "Red Eye", Old Red Disembodied Dracolich:[/B] ? [B]Halatathlaer, Ghostly Ancient Copper Dragon:[/B] ? [B]Hethcypressarvil, "Cypress the Black", Wyrm Black Dracolich:[/B] ? [B]Iltharagh, "Golden Night", Very Old Topaz Dracolich:[/B] ? [B]Ividilandyr, "Ivy Deathdealer", Mature Adult Green Dracolich:[/B] ? [B]Jaxanaedegor, Vampiric Very Old Green Dragon:[/B] ? [B]Khalahmongre, Ancient Blue Dracolich:[/B] ? [B]Kistarianth "The Red", Ancient Red Dracolich:[/B] ? [B]Kryonar, Wyrm White Dracolich:[/B] ? [B]Malygris, "The Suzerain of Anauroch", Very Old Blue Dracolich:[/B] ? [B]Mornauguth, "The Moor Dragon", Young Adult Green Dracolich, Human, Cleric 8:[/B] ? [B]Pelendralaar, Adult Red Dracolich:[/B] ? [B]Rauglothgor, Great Wyrm Red Dracolich:[/B] ? [B]Sapphiraktar, "The Blue", Wyrm Blue Dracolich:[/B] ? [B]Saurglyce, Mature Adult White Dracolich:[/B] ? [B]Shargrailar, "The Dark", "The Sacred One", Great Wyrm Red Disembodied Dracolich:[/B] ? [B]Shhuusshuru, "Shadow Wing", Great Wyrm Shadow Dracolich:[/B] ? [B]Urshula, Very Old Black Dracolich:[/B] ? [B]Uthagrimnoshaarl, "The Dire Dragon", Great Wyrm Shadow Dracolich:[/B] ? [B]Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6/Assassin 3:[/B] ? [B]Vr’tark, Mature Adult Blue Dracolich:[/B] ? [B]Xavarathimius, "The Everlasting Wyrm", Great Wyrm Green Dracolich:[/B] ? [B]Zethrindor, Ancient White Disembodied Dracolich:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/rp/20040714a']Forgotten Realms Realms Personalities Ghiz'kith, Devotee of the True Sseth:[/URL][spoiler] [B]Ghiz'kith, Sarrukh Lich Wizard 10/Arcane Devotee of Sseth 5:[/B] Driven from Okoth prior to its fall (circa -34,100 DR), Ghiz'kith fled from his defeat at the hands of the foul albino, Pil'it'ith. Retreating into Mhairshaulk, the powerful sarrukh wizard longed for further arcane knowledge. Ultimately, he sought knowledge that would allow him to outlast his enemy and survive into the future, that he might rise to power once again. He scoured his vast personal library for answers, though none could be found. At long last, in the twilight of his life, it looked as though Pil'it'ith had succeeded in finally destroying Ghiz'kith when Ghiz'kith made a desperate plea to Sseth, praying for the knowledge that had eluded him begging for immortality. Sseth responded to his disciple and bestowed upon him knowledge of a process that would transform him body and soul, turning arcane might into the long sleep from which Ghiz'kith would awaken as a lich. To this day, the reason for Sseth's assistance to Ghiz'kith is unknown. Perhaps he had foreseen his imprisonment by the dark god Set or perhaps he did this to test his chosen, Pil'it'ith. Whatever the reason, Ghiz'kith slumbered in an amber chrysalis and slowly changed. The yuan-ti of Mhairshaulk displayed Ghiz'kith in his amber prison, hanging the massive amber tomb from the ceiling in the grand temple like some misbegotten crystal chandelier. Ghiz'kith's corpse, contained within, served as a constant reminder of the past and the yuan-tis' slavery to the sarrukh. The Time of Troubles came, and indeed Sseth found himself imprisoned by Set. Shortly after Set began granting spells to his sarrukh worshipers, Sseth began struggling against the bonds of eternal slumber. As a result of these struggles, Ghiz'kith awoke, much to the surprise of the yuan-ti of Mhairshaulk, who, upon opening the proceedings of what was to be a grand sacrifice, entered their place of worship to find the amber prison shattered and its former occupant missing. A great hunt for the body of Ghiz'kith ensued, but for a time, he was nowhere to be found.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20040313a']Forgotten Realms Player's Guide to Faerun Web Enhancement Monster Update:[/URL][spoiler] [B]Beholder Death Tyrant:[/B] ? [B]Dracolich:[/B] ? [B]Banedead:[/B] ? [B]Baneguard:[/B] ? [B]Bat Deep Bonebat:[/B] ? [B]Dread Warrior:[/B] ? [B]Zombie Tyrantfog:[/B] ? [B]Curst:[/B] ? [B]Revenant:[/B] ? [B]Crypt Spawn:[/B] ? [B]Spectral Mage:[/B] ? [B]Abyssal Ghoul:[/B] ? [B]Drider Vampire:[/B] ? [B]Orb Wraith:[/B] ? [B]Wraith Spider Small:[/B] ? [B]Wraith Spider Medium:[/B] ? [B]Wraith Spider Large:[/B] ? [B]Wraith Spider Huge:[/B] ? [B]Keening Spirit:[/B] ? [B]Silveraith:[/B] ? [B]Zin-Carla:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20031004a']Forgotten Realms Underdark Web Enhancement Organizations of the Underdark:[/URL][spoiler] [B]Dracolich:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20031024a']Forgotten Realms Underdark Web Enhancement Underdark Dungeons:[/URL][spoiler] [B]Death, Dread Wraith:[/B] ? [B]Disease, Mummy Monk 7:[/B] ? [B]Yureck, Nightcrawler:[/B] ? [B]Shadow:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/wn/20041201a?affiliate_id=17596']Forgotten Realms Wyrms of the North By Dragons Ruled and Divided:[/URL][spoiler] [B]Daurgothoth, The Creeping Doom, Black Great Wyrm Dracolich:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/wn/20040310a?affiliate_id=17596']Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death":[/URL][spoiler] [B]Penanggalan:[/B] ? [B]Sea Zombie:[/B] ? [B]Iniarv, Lich:[/B] ? [B]Chardansearavitriol, "Ebondeath", Old Black Dracolich:[/B] The dragon had actually heeded the entreaties of Strongor Bonebag, a charismatic Priest of Myrkul with ties to the Cult of the Dragon, and been transformed into a dracolich. On their own, the brothers unearthed a collection of dark sermons probably written by Strongor Bonebag. Reading these sermons (which they've kept secret from the Cult), they've come to believe Chardansearavitriol underwent a process different from that which the Cult uses to create most dracoliches. [B]Lich:[/B] ? [B]Undead:[/B] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. [B]Ghoul:[/B] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [B]Skeleton:[/B] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [B]Zombie:[/B] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20040730a']Planar Handbook Web Enhancement Planar Touchstones:[/URL][spoiler] [B]Balor Skeleton:[/B] ? [B]Lich:[/B] ? [B]Dread Wraith:[/B] ? [B]Elite Vampire Half-Elf Monk/Shadowdancer 13:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20060217a']Red Hand of Doom Web Enhancement Creature Appendix:[/URL][spoiler] [B]Ghost Dire Lion:[/B] ? [B]Ghost Brute Lion:[/B] ? [B]The Ghostlord, Human Lich Druid6/Blighter 5:[/B] ? [B]Lesser Bonedrinker:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/sp/20030824a']Savage Progressions Gaining a Template Midcampaign:[/URL][spoiler] [B]Vampire:[/B] "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/sp/20040117a']Savage Progressions Ghost and Werewolf Template Classes:[/URL][spoiler] [B]Ghost:[/B] Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. "Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/sp/20031212a']Savage Progressions Lich and Weretiger Template Classes:[/URL][spoiler] [B]Lich:[/B] The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items.[/spoiler] [/spoiler] [/spoiler] [/spoiler] 3.5 2nd Party[spoiler] [URL='http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596']Bestiary of Krynn Revised:[/URL][spoiler] [B]Corporeal Undead:[/B] These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living. [B]Incorporeal Undead:[/B] Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason. [B]Ankholian Undead:[/B] Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow. Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich. “Ankholian undead” is an acquired template that can be added to any corporeal undead creature. The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template. [B]Ankholian Owlbear Zombie:[/B] ? [B]Ankholian Zombie:[/B] Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds. [B]Daemon Warrior:[/B] Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss. [B]Knight Haunt:[/B] Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life. Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably. [B]Remnant:[/B] Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them. Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains. [B]Shadow Wight:[/B] A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits. [B]Frost Wight:[/B] ? [B]Undead Beast:[/B] Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor. Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [I]Create Undead Beast[/I] spell. [B]Undead Beast Stahnk:[/B] Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [B]Undead Beast Gholor:[/B] ? [B]Witchlin:[/B] Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins. Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead. “Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger. An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin. [B]Witchlin Kagonesti Elf Ranger 4:[/B] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [B]Witchlin Elk Animal Companion:[/B] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [B]Undead:[/B] Child of Chemosh Improved Create Spawn ability. Child of Chemosh Greater Create Spawn ability. [B]Allip:[/B] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. [B]Devourer:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [B]Ghost:[/B] Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. [B]Lich:[/B] Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. [B]Mohrg:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [B]Shadow:[/B] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. [B]Zombie:[/B] Child of Chemosh Greater Create Spawn ability. Create Undead Beast Necromancy [Evil] Level: Clr 8 (Chemosh) Components: V, S, M, DF Casting Time: 2 hours Range: Close (25 ft. +5 ft./2 levels) Target: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord. Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses. Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh. Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability. Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above. Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler] [URL='http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596']Dangerous Denizens The Monsters of Tellene:[/URL][spoiler] [B]Eaten One:[/B] created from fallen heroes who have been partially consumed by oozes or other hideous creatures. [B]Hound of Ill-Omen:[/B] ? [B]Mummy Blood Hijarjany:[/B] The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk). [B]Mummy Heretic Ghoskinjany:[/B] These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living. [B]Mummy Noble Shojarijany:[/B] The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period. [B]Mummy Rattlebon Thinchejany:[/B] ? [B]Mummy Royal Shijarinjany:[/B] ? [B]Mummy Servitor Jhurijany:[/B] Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters. [B]Poltergeist:[/B] ? [B]Reliqus:[/B] The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign. [B]Rusalka:[/B] Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide. Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood. The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar. [B]Sheet Phantom:[/B] Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death. No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work. The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in. Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be. [B]Sheet Ghoul:[/B] If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days. [B]Swordwraith Skarrnid:[/B] Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents. [B]Treant Undead:[/B] The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self. Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees. Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire. [B]Skeleton:[/B] A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler] Denizens of Dread: [spoiler] [B]Akikage (Shadow Assassin):[/B] Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim. [B]Ancient Dead:[/B] Created by the ritual preservation of a corpse and animated by dark magic. “Ancient Dead” is a template that can be applied to any living creature. [B]Animator:[/B] Animator is an acquired template that can be added to any nonmagical object. [B]Arayashka (Snow Wraith):[/B] Arayashka are the souls of people who were killed by an arayashka. Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm. [B]Bastellus (Dream Stalker):[/B] Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days. [B]Bat Skeletal Bat:[/B] ? [B]Boneless:[/B] First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse. “Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton. [B]Bowlyn:[/B] Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea. [B]Cat Crypt:[/B] ? [B]Cloaker Dread Undead:[/B] Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead. [B]Corpse Candle:[/B] Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers. [B]Crimson Bones:[/B] Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual. Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance. [B]Geist:[/B] Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished. “Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. [B]Bussengeist:[/B] Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed. [B] Poltergeist:[/B] Beings that become poltergeists often died in scenes of great violence and emotional turmoil. [B]Ghoul Lord:[/B] Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead. “Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed. [B]Spectral Hag:[/B] A spectral hag arises when a hag dies during an evil ceremony. “Spectral Hag” is an acquired template that can be added to any hag. [B]Hound Dread Phantom Hound:[/B] Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master. [B]Hound Dread Carcass Hound:[/B] Carcass hounds are zombielike, mindless animated corpses. [B]Jolly Roger:[/B] A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea. [B]Lebentod:[/B] Lebendtod are a dangerous form of undead first created by the necromancer Meredoth. “Lebendtod” is An acquired template that can be added to any humanoid creature. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod. [B]Lich Elemental:[/B] “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. [B]Mist Ferryman:[/B] A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever. If an afflicted victim dies of ferryman's rot, her skin flakes away into dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists. [B]Mist Horror:[/B] Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain. Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem. “Mist horror” is a template that can be applied to any living creature. [B]Odem:[/B] Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts. [B]Death's Head Tree Death's Head:[/B] When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.” [B]Undead Treant:[/B] Thoroughly corrupted by evil in life, many dread treants assumed a vampiric existence in death. [B]Radiant Spirit:[/B] Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest. [B]Remnant Aquatic:[/B] Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death. [B]Rushlight:[/B] The rushlight is created from the spirit of an evil creature who has been burned alive. [B]skeleton Pyroskeleton:[/B] Created from the skeletons of murdered humanoids. The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant. [B]Skeleton Strahd Skeleton:[/B] Animated by Barovia's darklord. Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown. [B]Skeleton Strahd's Skeletal Steed:[/B] Strahd’s skeletal steeds are the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia. [B]Spirit Waif:[/B] A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane. [B]Valpurleiche (Hanged Man):[/B] The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence. [B]Vampire Chiang-Shi:[/B] If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice. [B]Vampire Nosferatu:[/B] If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice. [B]Vampire Nosferatu Cerebral vampire:[/B] Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. [B]Vampire Vrykolaka:[/B] If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice. [B]Vampire Dwarven Vampire:[/B] If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit. [B]Vampire Elven Vampire:[/B] If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD. [B]Vampire Gnome Vampire:[/B] To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice. [B]Vampire Halfling Vampire:[/B] A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD. [B]Wight Dread:[/B] Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds. Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds. [B]Wight Dread Greater:[/B] Any giant slain by a greater dread wight becomes a greater dread wight. [B]Zombie Cannibal:[/B] An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie. [B]Zombie Desert:[/B] The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies. [B]Zombie Mud:[/B] Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs. [B]Zombie Sea:[/B] ? [B]Zombie Strahd:[/B] Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses. [B]Zombie Fog:[/B] ? [B]Fog Cadaver:[/B] The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points. [B]Zombie Lord:[/B] Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord. “Zombie lord” is a template that can be added to any humanoid or monstrous humanoid. [B]Ghast:[/B] If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. [B]Ghost:[/B] Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. “Ghost” is an acquired template that can be applied to any living creature. [B]Skeleton:[/B] A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. [B]Zombie:[/B] Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. [/spoiler] [URL='https://www.drivethrurpg.com/product/179988/Deadly-Trappings?affiliate_id=17596']Deadly Trappings[/URL][spoiler] [B]Maladren, Malagren, Garamen Sparkfinger, Gnome Lich:[/B] ? [B]Gramagorda, Lich:[/B] ? [B]Ghoul:[/B] ? [B]Undead:[/B] ? [B]Shadow:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/81826/Trove-of-Treasure-Maps?affiliate_id=17596']Trove of Treasure Maps[/URL][spoiler] [B]Lucky Bob, Spectre:[/B] Lucky Bob was a well-known pirate who ravaged the sea lanes for many years. While robbing merchant vessels was profitable, Lucky Bob grew weary of the ordinary booty of trade goods available to him on the high seas. He plundered his share of merchant goods, arms and supplies over the years but he longed for that one big haul that would make him rich and let him retire to an easy life. His greed and rumors of great treasure convinced him to travel inland to the Village of Golain. Golain was home to the Feerino family, who reputedly had a collection of fabulous jewels. Thus, he and his accomplice, Sal "Cutthroat" Sonog set out to Golain to begin their career as burglars. Golain was a tiny but well defended village that had a wooded wall surrounding it with several guard towers overlooking the homes and the surrounding land. After staying at an inn in Golain for several days while they cased the home of the Feerino family, they concluded that it was too well defended to risk an ordinary break-in – the Feerinos maintained a large number of mercenary guards to man their towers and walls. But Lucky Bob’s partner in crime, Sonog, had an idea: if they could create a diversion, they could distract the family and the guards and he and Bob could sneak in to grab the jewels. This diversion had to be something big; some enormous spectacle that would draw everyone out of the Feerino mansion. That was when Lucky Bob and Sonog decided to set fire to the farmer’s market on the east side of town. If the fire could be made large and impressive enough, every able-bodied hand in the village would be called into the bucket brigade, leaving the jewels unguarded. Their plan worked. In fact, it worked so well that they obtained the Feerino jewels without so much as raising a sword. Unfortunately, their fire rampaged out of control. Many lives were lost as the conflagration consumed the entire village and much of the surrounding forest. The unanticipated mass destruction presented a problem for the thieves. Surely refugees from the village would begin an exodus to neighboring settlements. They would likely seek shelter in the coastal Town of Tairid near where Lucky Bob’s pirate crew lay in wait for the return of their captain. The Golain disaster would bring a significant number of authorities sniffing around and that was the last thing the two men needed. So they decided to head further inland to lay low until the coast was clear. They fled to the tiny village of Terinoot. What Lucky Bob and Sonog failed to realize was that the Feerino jewels bore a curse. This curse drove many of those who possessed the jewels over the years mad. For Lucky Bob and Sonog, already considered not entirely stable by many, this process progressed very quickly. On the way to the village of Terinoot, the men passed through a forest of palm trees as the landscape became dryer. There, the strange birds in the trees seemed to heckle them with calls of "Lucky Bob, caw, not so lucky! Caw!" In the men’s minds the bizarre avians repeated this over and over, each time it grew louder and louder. When the men arrived in Terinoot, they could still hear the voices of the birds in their minds. "Lucky Bob, caw, not so lucky! Caw!" It was as if the birds were laughing at them. They rented a room at an inn called the Sailor’s Last Bunk and nervously made plans to free themselves of their predicament. The men planned to hide the jewels and lay low, hoping that the incessant laughing of the birds in their heads would fade when the birds lost interest. Once free of the avian mockery, they would to return later with a magic-user or cleric who could dispel the supernatural forces that were surely at work here. The men investigated the cellar of the inn for a good place to hide their booty. There in the cellar they found a stone cover over an old abandoned well. In years past, the inhabitants of the inn used the well for both water and brewing. But over time the well became fouled by excessive iron ore deposits in the surrounding rock and the water (and more importantly the beer) became rust colored and foul to the taste. Thus, the well was abandoned. The pirates climbed into the well and buried Lucky Bob’s prize in the wall of the well behind loose stones. The ill-fated pair tried to retire for the night but neither of them slept soundly. They continued tossing and turning to the laughing of the birds in their heads and the mantra, "Lucky Bob, caw, not so lucky! Caw". The next morning the men set out to return to their ship. By the time the men had reached the forest of the birds, Lucky Bob began blaming his companion for the maddening sounds. In a fit of insanity, he struck out at Sonog hoping to make the noises stop. By this time, Sonog too had begun to mistrust Lucky Bob and this attack pushed him over the edge. The two men struggled and Sonog bludgeoned Lucky Bob to death with a stone, shouting out all the while, "Lucky Bob, caw, not so lucky! Caw". With the voices still in his head and Sonog fully gripped by the insanity of the curse of the Feerino jewels, he saw the blood and gore that spilled out of Lucky Bob’s remains and began to consume his former shipmate. As he tore into the flesh he was overjoyed to find that this grisly act began to quiet the voices in his head. With a renewed vigor he stripped the body to the bone hoping it would quell the voices permanently. Once his mind was quiet, he came to his senses and confronted the ever-growing horror of what he had done. [B]Shadow:[/B] ? [B]Skarrnid Swordwraith:[/B] ? [B]Huecuva:[/B] ? [B]Swordwraith:[/B] ? [B]Skeleton:[/B] By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. [B]Zombie:[/B] By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.[/spoiler] [URL='https://www.drivethrurpg.com/product/54438/Villain-Design-handbook?affiliate_id=17596']Villain Design Handbook[/URL][spoiler] [B]Avildar, Great Wraith:[/B] Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30). To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all. First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates. The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar. Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250. [B]Guraah, Self-Willed Ghoul:[/B] Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows: First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle. At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse. Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500. [B]Kyseth, Great Mummy:[/B] The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them. It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned. However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed. Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago. [B]Reliqus, Galanam:[/B] Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below). Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person. Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus. [B]Vostarr, Barrowman, Wight:[/B] Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells. At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls. The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr. Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750. It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster. [B]Xenoa, Smart Zombie:[/B] Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person. Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus. [B]Esmaran, Elven Vampire Necromancer 13:[/B] ? [B]Puramal, Human Ghost Fighter 4:[/B] A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend. Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from. [B]Terrus Dyrn, Lich Sorcerer 18:[/B] The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this. [B]Undead:[/B] As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. [B]Ghost:[/B] Ghostmaker magic weapon. [B]Lich:[/B] Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Becoming a Lich To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) THE FINAL STEP TO LICHDOM Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. [B]Vampire:[/B] Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. [B]Allip:[/B] ? [B]Zombie:[/B] Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. [B]Skeleton:[/B] Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. [B]Wraith:[/B] Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. [B]Ghoul:[/B] Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. [B]Wight, Undead Thrall:[/B] Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. [B]Ghast:[/B] ? [B]Shadow:[/B] [I]Shadow Touch[/I] spell. [B]Vampire Spawn:[/B] A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. Vampiric Armor magic armor. SHADOW TOUCH Necromancy [Evil] Level: Clr 3, Sor/Spl/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Duration: 3 rounds + 1 round per level Saving Throw: Fortitude negates Spell Resistance: Yes When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss. Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake. Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp. Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide). However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras. On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh. Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed. A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.[/spoiler] [/spoiler] 3.5 3rd Party[spoiler] [URL='http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&affiliate_id=17596']Advanced Bestiary:[/URL][spoiler] [B]Blood Knight:[/B] Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer. “Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form. The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights. Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds. [B]Morden Thrallhammer:[/B] Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died. [B]Dread Allip:[/B] Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others. “Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature. A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. [B]Dread Allip Spirit Naga:[/B] ? [B]Dread Bodak:[/B] Bodaks are extraplanar undead created when living beings are touched by ultimate evil. A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks. “Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell. Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds. [B]Dread Bodak Tyrannosaurus:[/B] ? [B]Dread Devourer:[/B] Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects. “Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part. [B]Dread Devourer Purple Worm:[/B] ? [B]Dread Ghast:[/B] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast. “Dread ghast” is an acquired template that can be added to any living creature. Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. [B]Dread Ghast Gnoll:[/B] ? [B]Dread Ghost:[/B] Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts. “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghost Medusa:[/B] “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghoul:[/B] Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive. “Dread ghoul” is an acquired template that can be added to any living creature. In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. [B]Dread Ghoul Frost Giant:[/B] ? [B]Dread Lacedon:[/B] Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon. “Dread lacedon” is an acquired template that can be added to any living creature. In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. [B]Dread Lacedon Cachalot Whale:[/B] ? [B]Dread Lich: [/B]Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret. “Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich. Only a willing evil creature can become a dread lich. An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed. Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation. The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist. [B]Dread Lich Titan:[/B] The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path. [B]Dread Mohrg:[/B] Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures. “Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines. [B]Dread Mohrg Seven Headed Cryohydra:[/B] Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans. [B]Dread Mummy:[/B] “Dread mummy” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy. [B]Dread Mummy Harpy:[/B] ? [B]Dread Shadow:[/B] Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures. “Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow. Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. [B]Dread Shadow Achaierai:[/B] ? [B]Dread Skeleton:[/B] “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [B]Dread Skeleton Blink Dog:[/B] ? [B]Dread Spectre:[/B] Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death. “Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre. Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. [B]Dread Spectre Nymph:[/B] ? [B]Dread Wight:[/B] Dread wights are the animate remains of creatures that were terribly violent and hateful in life. “Dread wight” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds. [B]Dread Wight Gargoyle:[/B] ? [B]Dread Vampire:[/B] “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher. Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death. [B]Dread Vampire Night Hag:[/B] ? [B]Dread Wraith Sovereign:[/B] “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign. Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign. [B]Dread Wraith Sovereign Trumpet Archon:[/B] When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate. [B]Dread Zombie:[/B] Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life. “Dread zombie” is an acquired template that can be added to any living creature. Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds. [B]Dread Zombie Aasimar:[/B] ? [B]Negative-Energy-Charged Creature:[/B] Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence. “Negative-energy-charged creature” is an acquired template that can be added to any undead creature. [I]Empower Undead[/I] spell [B]Negative-Energy-Charged Wight:[/B] ? Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Nightmare Creature Undead:[/B] Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures. [B]Poltergeist:[/B] A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk. “Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher. [B]Dread Poltergeist:[/B] ? [B]Athach Poltergeist:[/B] ? [B]Alternate Sonic Creatures: [/B]Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing. [B]Changed Swamp Lord Template:[/B] ? [B]Ghoul:[/B] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. [B]Ghast:[/B] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. [B]Shadow: [/B]Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. [B]Spectre:[/B] Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. [B]Vampire:[/B] Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. [B]Wight:[/B] Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Dread Wraith:[/B] Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. [B]Zombie:[/B] Any creature killed by a dread mohrg rises as a zombie in 1d4 days. [I]Empower Undead[/I] Necromancy [Evil] Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants. Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler] [URL='http://www.drivethrurpg.com/product/679/Anger-of-Angels?affiliate_id=17596']Anger of Angels[/URL][spoiler] [B]Vrykolaka:[/B] Vrykolakas are created when a fiend possesses the corpse of an evil person and animates it. “Vrykolaka” is an acquired template that you can add to any humanoid creature. A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer). [B]Nikolos, Human Vrykoloaka Aristocrat 2:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596']Bane Ledger I :[/URL][spoiler] [B]Angiaks:[/B] During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen. The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks. [B]Bay-kok:[/B] ? [B]Civatateo:[/B] When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo. [B]Impundulu:[/B] Necromancers create these fell creatures to be both servants and lovers. [/spoiler] [URL='https://www.drivethrurpg.com/product/19876/Behind-the-Spells-Animate-Dead?affiliate_id=17596']Behind the Spells: Animate Dead:[/URL][spoiler] [B]Kritak Gnoll Lich:[/B] Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded. After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon showed itself. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, perhaps a year, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost. The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich. [B]Skeleton:[/B] [I]Corpse Soldiers[/I] spell. Animating weapon quality. [B]Zombie:[/B] [I]Corpse Soldiers[/I] spell. Animating weapon quality. VARIANT SPELL: Corpse Soldiers As the spell animate dead with the following exceptions. Level: Clr 5, Death 5, Sor/Wiz 5 Casting Time: 10 minutes Range: 300-ft.-radius, centered on you Target: Any whole corpse in range The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls. Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time. Animating If a weapon with this quality inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). The created undead is under direct control of the weapon wielder as per the animate dead spell. The maximum Hit Dice worth of undead that can be controlled through the weapon is 36. This number is cumulative with undead controlled by any other means. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, animate dead, creator must be evil; Price +3 bonus.[/spoiler] [URL='http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596']Bestiary Malfearous:[/URL][spoiler] [B]Death Beater:[/B] It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents. [B]Ghargoyle:[/B] The ghargoyle is a horrid construct created by necromantic wizards as guardians. It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body. Caster Level 9; craft construct; [I]Animate Dead[/I], [I]Confusion[/I], [I]Enervation[/I], [I]Geas/Quest[/I]; Price: 15,000 gp; Cost: 8,000 gp + 320 XP. [B]Karrock:[/B] The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock. [B]Keeper:[/B] Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers. It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost. [B]Gray Render Zombie:[/B] ? [B]Human Warrior Zombie:[/B] ? [B]Cloud Gant Skeleton:[/B] ? [B]Living Dead:[/B] The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead. [B]Living Dead Human Commoner:[/B] Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. [B]Living Dead Plaguebearer:[/B] ? [B]Living Dead Lord of Disease:[/B] ? [B]Redbones:[/B] Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation. Redbones are created with the use of a special spell. Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret. [I]Redifre Death[/I] spell [B]Skeleking:[/B] Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them. A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator. Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell [I]Create Greater Undead[/I] and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster. According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold. Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One. [B]Skeleking Duke:[/B] This skeleking is formed from the body of a fallen warrior of good. [B]Skeleking Baron:[/B] ? [B]Skeleking Warrior-King:[/B] ? [B]Skulleon:[/B] A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it. Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near. [B]Skeleton:[/B] Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. [I]Redfire Death[/I] Necromancy (Evil, Fire) Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Short (25 ft. +5 ft./2 levels) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure. Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD). You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler] [URL='http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596']Blackdirge's Dungeon Denizens:[/URL][spoiler] [B]Ash Guardian:[/B] The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire. [B]Bone Swarm:[/B] A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm. [B]Flayed Horror:[/B] The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror. [B]Lichling:[/B] Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [B]Lichwarg:[/B] Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it. Any lich can create a lichwarg with create undead or create greater undead. [B]Possessed Object:[/B] Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession. Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object. “Possessed object” is an acquired template that can be added to any construct without an Intelligence score. [B]Scourging Corpse:[/B] A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete. “Scourge corpse” is an acquired template that can be added to any humanoid. [B]Shambling Skullpiles:[/B] A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form. [B]Doomtwitch Zombie:[/B] Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process. “Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler] [URL='http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596']Book of Fiends:[/URL][spoiler] [B]Skulldugger:[/B] Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath. Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen. [B]Vessel of Orcus:[/B] Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone. [B]Necro-Ripper:[/B] In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil. [B]Exiled:[/B] Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves. “Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting. [B]Jalie Squarefoot The Lich Fiend:[/B] Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one. Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler] [URL='http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596']Book of Templates Deluxe 3.5:[/URL] [spoiler] [B]Corpse Vampire:[/B] Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly. “Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Gnoll Corpse Vampire:[/B] ? [B]Dessicated:[/B] Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated. “Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze. [I]Create Undead [/I]spell [I]Create Greater Undead[/I] spell [B]Duneshambler:[/B] ? [B]Fleshbound Vampire: [/B]Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood. “Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death. Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours. An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night. As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases. An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Greater Undead[/I] spell [B]Pavil:[/B] A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy. [B]Paleoskeleton:[/B] Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker. Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains. [I]Animate Paleoskeleton[/I] spell [B]Triceratops Paleoskeleton:[/B] ? [B]Skinhusk:[/B] An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil. “Skinhusk” is a template that can be added to any living creature that has a skin. Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. [I]Create Undead[/I] spell [I]Create Greater Undead [/I]spell [B]Dire Bear Skinhusk:[/B] ? [B]Terror Vampire:[/B] “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. [I]Create Greater Undead [/I]spell [B]Terror Vampire Spawn:[/B] A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice. A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. Create Greater Undead spell [B]Terror Harpy:[/B] A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. [B]True Mummy:[/B] The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death. “True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant. A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here. The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing. Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level. The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). [B]Desecrated True Mummy:[/B] Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template. [B]Kaminheni the Traveler:[/B] Though her true name is known only to her, it is rumored the Traveler was once a princess—one gifted with the final power of eternal life. [B]Exoskeleton:[/B] The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones. [B]Greater Undead:[/B] Greater undead can be created using the versions of create undead or create greater undead found in this book. [B]Greater Skeleton:[/B] Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Greater Zombie:[/B] Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Hardened:[/B] Hardened undead are corporeal undead specially treated to be tougher and more resilient. Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant. [B]Hardened Skinhusk:[/B] A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. [B]Variant Vampire Spawn: [/B]A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice. [B]Alternative Vampire Spawn:[/B] Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [B]Incorporeal Undead:[/B] Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body. [B]Undead:[/B] An undead is a once-living creature animated by spiritual or supernatural forces. [B]Skeleton: [/B]Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. [B]Vampire:[/B] If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [B]Vampire Spawn:[/B] A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [I]Animate Paleoskeleton[/I] Necromancy Level: Animal 8, druid 7, shaman 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One set of fossils Duration: Instantaneous Saving Throw: None Spell Resistance: No You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template. Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Cleric 7, Death 7, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature. [I]Create Undead[/I] Necromancy [Evil] Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler] [URL='https://www.drivethrurpg.com/browse/pub/792/Unicorn-Rampant-Publishing/subcategory/3843_4603/Claw---Claw---Bite--Magazine?affiliate_id=17596']Claw Claw Bite:[/URL][spoiler] [URL='https://www.drivethrurpg.com/product/25710/Claw---Claw---Bite--Issue-2?affiliate_id=17596']Claw Claw Bite 2:[/URL][spoiler] [B]Lux Cathcart, Butler and Restless Soul, human Aristocrat 7 ghost:[/B] Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelry and coming to Onuago where he intended to use the money from the jewelry to start a new life elsewhere with his sweetheart who lives in east Onuago. Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to Onuago, he became feverish and died shortly after arriving at the inn. Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.[/spoiler] [URL='https://www.drivethrurpg.com/product/25709/Claw---Claw---Bite--Issue-3?affiliate_id=17596']Claw Claw Bite 3:[/URL][spoiler] [B]Baron Von Stieglitz, Wight Fighter 7, Rogue 2:[/B] The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight. [B]Undead:[/B] The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. Undead are once-living creatures animated by spiritual or supernatural forces. [B]Mummy:[/B] This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. [B]Wight:[/B] Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. Any humanoid slain by the Baron becomes a wight in 1d4 rounds.[/spoiler] [URL='https://www.drivethrurpg.com/product/25707/Claw---Claw---Bite--Issue-5?affiliate_id=17596']Claw Claw Bite 5:[/URL][spoiler] [B]Hungry Plant:[/B] The plants are undead, having consumed the haunted souls of the living. The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered. [B]Undead:[/B] The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state.[/spoiler] [URL='https://www.drivethrurpg.com/product/50161/Claw---Claw---Bite--Issue-7?affiliate_id=17596']Claw Claw Bite 7:[/URL][spoiler] [B]Creeping Vine:[/B] ? [B]Death Root:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/50160/Claw---Claw---Bite--Issue-8?affiliate_id=17596']Claw Claw Bite 8:[/URL][spoiler] [B]Zombie Ettin:[/B] In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills. These zombie ettin have been reanimated by ettin priests. [B]Root of All Evil:[/B] A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants.[/spoiler] [URL='https://www.drivethrurpg.com/product/50501/Claw---Claw---Bite--Issue-9?affiliate_id=17596']Claw Claw Bite 9:[/URL][spoiler] [B]Drop Vine:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/51668/Claw---Claw---Bite--Issue-10?affiliate_id=17596']Claw Claw Bite 10:[/URL][spoiler] [B]Spider Zombie:[/B] Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights [B]Spider Ghoul:[/B] ? [B]Spider Wight:[/B] ? [B]Spider Ghost:[/B] Also creepy, usually after these spider zombies pass from undeadness, they become ghost spiders.[/spoiler] [URL='https://www.drivethrurpg.com/product/55412/Claw---Claw---Bite--Issue-12?affiliate_id=17596']Claw Claw Bite 12:[/URL][spoiler] [B]Faduardo Gantonin, Human Lich Wizard 3, Cleric 3, Mystic Theurge 10, Crafting Artificer 2:[/B] Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.[/spoiler] [URL='https://www.drivethrurpg.com/product/57435/Claw---Claw---Bite--Issue-14?affiliate_id=17596']Claw Claw Bite 14:[/URL][spoiler] [B]Shadow Swarm:[/B] ? [B]Thoul:[/B] A Thoul is a troll which has become a ghoul. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.[/spoiler] [/spoiler] [URL='http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596']Complete Book of Denizens:[/URL] [spoiler] [B]Aszevara:[/B] Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering. The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost. “Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin. When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise. The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys. The mistji had failed. But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy. [B]Bhorloth Raging Spirit:[/B] The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally. Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world. [B]Flame Servant:[/B] Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task. The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant. A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP. [B]Flame Soul:[/B] Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact. During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge. Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light. The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [B]Magickin Necromantos:[/B] The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type. [B]Malison:[/B] A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god. The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison. [B]Soulless One:[/B] Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants. [B]Swallowed:[/B] The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master. When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness. Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [I]Bind Vohrahn Spell[/I] After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life. [B]Ghost:[/B] The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. [B]Wight:[/B] After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. [B]Zombie:[/B] After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.[/spoiler] [URL='http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596']Complete Guide to Liches:[/URL][spoiler] [B]Dracolich:[/B] Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level. A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it. Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich. [B]Drowlich:[/B] The creation process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence. [B]Novalich:[/B] A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches. [B]Philolich:[/B] When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own. Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster. The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it. Failed rituals to create a philolich instead create a semi-lich. [B]Semi-Lich:[/B] The result of a failed attempt to become a lich. Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich. If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. Failed rituals to create aphilolich instead create a semi-lich. It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body. [B]Warlich:[/B] Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead. [B]Lichling:[/B] Imbued with the essence of a lich. Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [I]Animate Lichling[/I] spell. [B]Lichwarg:[/B] Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance. Any lich can create a lichwarg with create undead or create greater undead. [B]Demi-Lich:[/B] The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich. [B]Lich:[/B] To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. No one knows for certain how the first liches came to be. Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. The creation of a lich requires a willing, living subject. The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. Spellcasting: Caster level 11 Feats: Craft Wondrous Item The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. [B]Skeleton:[/B] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [B]Wight:[/B] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [I]Animate Lichling[/I] Necromancy [Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: 1 or more pile of bones touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead. Animate lichling can only be cast by a spellcaster who has successfully created a phylactery. Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting. [I]Join the Soul[/I] Necromancy [Evil] Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 30 minutes Range: Touch Target: Personal or creature touched, and prepared phylactery Duration: Instantaneous then 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally. If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity. [I]Puppets of Death[/I] Necromancy [Evil] Level: Clr 6, Death 6, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: 50 ft. Area: 50 ft. radius emanation, centered on the caster Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler] [URL='http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596']Complete Guide to Vampires:[/URL][spoiler] [B]Inferno Vampire:[/B] The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared. Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal). If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days. [B]Lymphatic Vampire:[/B] About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires. The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations. A lymphatic vampire’s spawn are also lymphatic vampires. [B]Magebane Vampire:[/B] Magebane vampires come into existence when powerful magic users become vampires. The character must be turned into a vampire by another magebane vampire who has the create spawn ability. If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.) [B]Moglet Vampire:[/B] Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements. A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged. If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days. [B]Sukko Vampire:[/B] The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal). If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days. [B]Vampire:[/B] The vampire is a powerful undead monster that spawns its own followers from living humans. Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.[/spoiler] [URL='http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596']Complete Minions:[/URL] [spoiler][B]Bone Sovereign:[/B] Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity. When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain. [B]Cacogen:[/B] The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil, and obsessed with restoring itself to its former glory. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there, and is typically evil. [B]Ka Spirits:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. [B]Undead Warlord:[/B] This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal. [B]Wraith Skin:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. [B]Zombie:[/B] Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.[/spoiler] [URL='http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596']Creature Collection Revised:[/URL][spoiler] [B]Alley Reaper:[/B] An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world. [B]Bottle Imp:[/B] Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals. [B]Carnival Crewes Necromantic Golem:[/B] Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones. [B]Chardun-Slain:[/B] The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives. [B]Fleshcrawler:[/B] Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts. [B]Golem Bone:[/B] Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check. CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp [B]Ice Haunt:[/B] Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly. Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh. [B]Inn Wight:[/B] Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort. [B]Marrow Knight:[/B] These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust. [B]Memory-Eater:[/B] Creatures slain by a memory-eater rise in 1d6 days as a memory-eater. [B]Mistwalker:[/B] ? [B]Slarecian Ghoul:[/B] There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them. [B]Slarecian Shadowman:[/B] ? [B]Spirit of the Plague:[/B] After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will. A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics. [B]Undead Ooze:[/B] The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning. [B]Unholy Child:[/B] These deceptive creatures are the spirits of infants murdered or left to die by their parents. [B]Well Spirit:[/B] The ghost of a being who drowned in a well. [B]Butcher Spirit:[/B] Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers. “Butcher spirit” is an acquired template that can be added to any animal. [B]Unhallowed:[/B] Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil. People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them. Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them. These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. [B]Unhallowed Faithless Knight:[/B] The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. “Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life. [B]Unhallowed False Lover:[/B] The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives. “False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life. [B]Unhallwed Forsaken Priest:[/B] There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches. “Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets. [B]Unhallowed Treacherous Thief:[/B] The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation. “Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler] [URL='http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596']Creature Collection III:[/URL][spoiler] [B]Ashcloud:[/B] Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal. [B]Carcass:[/B] Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death, corrupted into some of the most grotesque of the Ghoul King’s slaves. Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes. [B]Deep Stalker:[/B] Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two. [B]Dread Crawler:[/B] Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King. [B]Forsaken Spirit:[/B] When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead. [B]Ghoul Hound:[/B] Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living. An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight. [B]Ghoul Gormul:[/B] Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls. The process of creating a Gormul ghoul wipes out all memory of its previous life. [B]Ghoul Overghast:[/B] Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures. [B]Ghoul Poisonbearer:[/B] The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead. [B]Love-Scorned Soul:[/B] These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred. [B]Mummy Spiderweb:[/B] Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures. On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair. [B]Mummy Spiderweb Ghoul King's Guard:[/B] The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters. [B]Pain Doll:[/B] Pain dolls are tormented undead creatures created by cruel and sadistic ritual. While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife. A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check. In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them. [B]Phoenix Black:[/B] The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues. [B]Plague Gator:[/B] As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators. [B]Slon Gravekeeper:[/B] The gravekeeper is an undead slon, the first to be buried at a particular graveyard. An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite. [B]Unbegotten:[/B] Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs. [B]Soulless:[/B] The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows. Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power. “Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin. [B]Undead:[/B] Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. [B]Ghoul:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. [B]Ghast:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. [B]Skeleton:[/B] Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. [B]Wight:[/B] Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. [B]Zombie:[/B] For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. The undead servant is identical with a zombie of equal size. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.[/spoiler] [URL='http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596']Creatures of Freeport:[/URL][spoiler] [B]Deadwood Tree:[/B] Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees. As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees. It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven. There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes. [B]Hazarel Boneroot, Deadwood Tree:[/B] ? [B]Death Crab Swarm:[/B] It is said that death crabs are a solid manifestation of the spirits of long-dead pirates. [B]Thanatos:[/B] Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade. [B]Zombie:[/B] Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler] [URL='https://www.drivethrurpg.com/product/19034/EN-Critters--Ruins-of-the-Pale-Jungle?affiliate_id=17596']E.N. Critters 1 Ruins of the Pale Jungle:[/URL][spoiler] [B]Animus:[/B] An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust. An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being. An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death. [B]Baya Tumbili:[/B] It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [B]Baya Tumbili Spawn:[/B] Baya tumbili spawn are apes that have been turned into undead spawn. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [B]Haze Horror:[/B] Heat and humidity often manifest as a visible haze and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds. Haze horrors are most likely the creation of some necromancer. Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is. [B]Leafling Ancestor Lesser:[/B] Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor. [B]Leafling Ancestor Greater:[/B] On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety. [B]Revered Ancestor:[/B] Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife. Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them. The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism. [B]Shetani:[/B] Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment. When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani. Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed. Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler] [URL='https://www.drivethrurpg.com/product/19150/EN-Critters--Beyond-the-Campfire?affiliate_id=17596']E.N. Critters 2 Beyond the Campfire:[/URL][spoiler] [B]Bereft:[/B] A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing. The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence. [B]Blighter:[/B] Blighters are undead specially created from the corpses of humanoid druids. Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more. The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state. The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters. Blighters were created to cause death and destruction to the citizens of the threatening city-state. Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community. They were originally created long ago by a corrupted druid using necromantic powers. The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends. [B]Nightshade Nightflyer:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath. Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature. Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown. It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn. [B]Nightshade Nightguard:[/B] Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves. They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so. It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn. [B]Nightshade Nighthound:[/B] Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed. The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature. [B]Nightshade Nightstalker:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay. Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing. It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn. [B]Owl Howler:[/B] Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair. The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack. They are created through a horrific ritual and serve necromancers as familiars.[/spoiler] [URL='https://www.drivethrurpg.com/product/19231/EN-Critters--Tulenjord-Land-of-the-Fallen-One?affiliate_id=17596']E.N. Critters 3 Tulenjord Land of the Fallen One:[/URL][spoiler] [B]Frostbitten:[/B] The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home. The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island. The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him. Its frozen body is inhabited by the soul of a fervent worshipper of an evil god. [B]Snow Spirit:[/B] A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements. The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements. They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler] [URL='https://www.drivethrurpg.com/product/2569/EN-Critters--Along-the-Banks-of-the-River-Vaal?affiliate_id=17596']E.N. Critters 4 Along the Banks of the River Vaal:[/URL][spoiler] [B]Bandalvis:[/B] A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body. Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia. It is created when a vissalia succumbs to a curse laid upon its race by the gods. Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created. Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists solely to feed upon the living. If it gives in to its bloodlust, a vissalia can turn into the undead bandalvis. [B]Blood Fountain Swarm:[/B] A blood fountain swarm consists of about 1,500 undead leeches. They are created through a rather specific process over a number of days. First, a stone receptacle must be coated with the blood of a sacrificed humanoid. Then at least 1,500 leeches must be collected and each leech must suck a tiny amount of the necromancers blood. Next, each leech has its back quarter cut off and is placed into the receptacle to die. Once all have been cut and slain, 4 animate dead spells must be cast consecutively (either from memory or spell completion items) and the swarm rises and is released into the place it is to guard. [B]zombie:[/B] ? [B]ghoul:[/B] ? [/spoiler] [URL='https://www.drivethrurpg.com/product/2738/EN-Critters--Interlopers-from-the-Blasted-Realm?affiliate_id=17596']E.N. Critters 5 Interlopers of the Blasted Realms:[/URL][spoiler] [B]Remains of the Fallen:[/B] This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it. One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation. This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler] [URL='https://www.drivethrurpg.com/product/2915/EN-Critters--Berks-Wasteland?affiliate_id=17596']E.N. Critters 6 Berk’s Wasetland:[/URL][spoiler] [B]Boneswirl:[/B] A boneswirl is an undead creature animated through strong elemental magic. Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians. The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can. A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures. A boneswirl can be created through use of the [I]create undead[/I] spell by a 15th-17th level caster (though characters should be made to research the ritual first). It is native to warm deserts where it was first created by evil djinn. It can be created through the use of a create undead spell by a caster of 15th level or higher. [B]Dessicated:[/B] A desiccated is an intelligent undead creature that has had all the moisture drained from its body. A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later. When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it. Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler] Elemental Lore [spoiler] [B]Drought:[/B] Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames. Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods. [B]Rime Wraith:[/B] Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice. [B]Shadow With the Cold Descriptor:[/B] A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler] [URL='http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596']Epic Monsters:[/URL] [spoiler] [B]Atropol Abomination:[/B] Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal. [B]Demilich:[/B] A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity. ‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. The process of becoming a demilich can be undertaken only by a lich acting of its own free will. Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. [B]Hunefer:[/B] Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity. [B]Lavawight:[/B] The lavawight is the end result of foolish adventurers who attack a shape of fire. Those that succumb to a shape of fire's blazefire embrace are converted to lavawights. Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Nightswimmer Nightshade:[/B] ? [B]Shadow of the Void:[/B] A shadow of the void is cold vengeance personified. [B]Shape of Fire:[/B] A shape of fire is white-hot rage personified. [B]Winterwight:[/B] The winterwight is the end result of adventurers foolish enough to attack shadow of the void. Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights. Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [B]Sebastian the Shadow Souled:[/B] Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life. [B]Bodiless Ao:[/B] ? [B]Undead:[/B] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [B]Mummy:[/B] A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. [/spoiler] [URL='https://www.drivethrurpg.com/product/25605/The-Freeport-Trilogy-Five-Year-Anniversary-Edition?affiliate_id=17596']The Freeport Trilogy Five Year Anniversary Edition:[/URL][spoiler] [B]Shadow Constrictor Snakes:[/B] Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity. [B]Shadow Serpents:[/B] The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler] Frost and Fur:[spoiler] [B]Corpse Shroud:[/B] In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living. [B]Draugr:[/B] It is animated out of sheer jealousy. The draugr misses its old life and envies the living. [B]Haugbui:[/B] The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence. [B]Mummy Aleutian:[/B] The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling. [B]Rusalka:[/B] These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial. [B]Ruskaly:[/B] Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia. [B]Snow Angel:[/B] Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel. Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels. [B]Yek:[/B] When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans. Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler] [URL='https://www.drivethrurpg.com/product/17802/Hallows-Eve--11-Halloween-Monsters?affiliate_id=17596']Hallows Eve - 11 Halloween Monsters:[/URL][spoiler] [B]Manumit:[/B] these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler] Hallows Eve Demo:[spoiler] [B]Haunted Casket:[/B] Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler] Hungry Little Monsters: [spoiler][B]Ashen Hound:[/B] Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator. Bound: A bound is a spirit that has been trapped in its material remains. [B]Canker Zombie:[/B] Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical). Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later. [B]Kyokan:[/B] Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course. Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean. This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan. [B]Soulgaunt:[/B] The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of [I]create greater undead[/I]. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old. [B]Sugareater Zombie:[/B] Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies. “Sugareater zombie” is an acquired template that can be added to any living creature. [B]Sample Sugareater Zombie:[/B] This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master. [B]Vain Dead:[/B] Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy. [/spoiler] [URL='https://www.drivethrurpg.com/product/50998/Into-the-Black-A-Guide-to-Below?affiliate_id=17596']Into the Black: A Guide Below:[/URL] [spoiler] [B]Hellscorn:[/B] Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge. Hellscorns rise from the grave solely to wreak vengeance against their killers. [B]Waking Dead:[/B] Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead. [B]Gremmin:[/B] The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise. [B]Walking Disease:[/B] No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers. [B]Undead:[/B] Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.[/spoiler] [URL='https://www.drivethrurpg.com/product/50232/Into-the-Blue?affiliate_id=17596']Into the Blue:[/URL][spoiler] [B]Lost Sailor:[/B] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death. The irony of being such a short distance from their goal only makes the spirits of the mariners more restless. [B]Sea Scorned:[/B] A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return. [B]Unwanted:[/B] Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both. Unwanted is an acquired template that can be added to any humanoid creature lost at sea. [B]Floating Dead:[/B] Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. [/spoiler] [URL='https://www.drivethrurpg.com/product/17842/Kaisers-Garden--23-Monstrous-Plants?affiliate_id=17596']Kaiser’s Garden - 23 Monstrous Plants:[/URL][spoiler] [B]Vine of Decay:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/browse/pub/2189/Kobold-Press/subcategory/4291_19180/Kobold-Quarterly?affiliate_id=17596']Kobold Quarterly:[/URL][spoiler] [URL='http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596']Kobold Quarterly 2:[/URL][spoiler] [B]Darrakh, Adult Darakhul Cave Dragon:[/B] The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens. Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind. So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children. The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal. As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery. [B]Darakhul Ghoul:[/B] Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler] [URL='http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596']Kobold Quarterly 3:[/URL][spoiler] [B]Thing at the Soul of the Mire, Human Lich Druid 15:[/B] ? [B]Stone Door:[/B] Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted. The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves. The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses. The cost to construct a bone door varies but is never less than 1,825 gp. [B]Stone Giant Skeleton:[/B] ? [B]Lich:[/B] the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. Liches are created, not born, and their only method of reproduction is the creation of a new lich. The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. The Journey Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.[/spoiler] [URL='http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596']Kobold Quarterly 7:[/URL][spoiler] [B]Vampire:[/B] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [B]Ghost:[/B] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [B]Undead:[/B] Create Undead feat. [B]Zombie:[/B] A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Skeleton:[/B] The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Ghoul:[/B] The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Ghast:[/B] The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Shadow:[/B] The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Mummy:[/B] The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Wraith:[/B] The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Spectre:[/B] Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Mohrg:[/B] The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Devourer:[/B] Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Wight:[/B] [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. [B]Greater Shadow:[/B] [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. [B]Dread Wraith:[/B] [I]Animate Undead IX[/I] spell. Create Undead [Item Creation] Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st Benefit: You can create any undead provided the prerequisites are met. Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details). Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day. The creator must cast the spells personally but may do so using a scroll or similar device. As most undead are Evil, creating an undead creature is almost always an Evil act. A newly created undead has average hit points for its Hit Dice. Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation. A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit. Animate Dead I Necromancy (Animation) Level: Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more animated undead Duration: 1 round/level (D) Targets: Corpses, no two of which can be more than 30 feet apart [See below] Saving Throw: Will negates (object) Spell Resistance: No This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand. The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell. To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic. Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities. When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled. Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone. Animate Dead II Necromancy (Animation) Level: Clr 2, Sor/Wiz 3 This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list. Animate Dead III Necromancy (Animation) Level: Clr 3, Sor/Wiz 4 This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list. Animate Dead IV Necromancy (Animation) Level: Clr 4, Sor/Wiz 5 This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list. Animate Dead V Necromancy (Animation) Level: Clr 5, Sor/Wiz 6 This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VI Necromancy (Animation) Level: Clr 6, Sor/Wiz 7 This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VII Necromancy (Animation) Level: Clr 7, Sor/Wiz 8 This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VIII Necromancy (Animation) Level: Clr 8, Sor/Wiz 9 This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead XI Necromancy (Animation) Level: Clr 9 This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list. Table 1: Undead Animation Spell Level Undead Remains Required Alignment Animate Undead I ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Animate Undead III ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE Animate Undead VIII mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE Animate Undead IX devourer humanoid corpse NE dread wraith humanoid or giant soul LE[/spoiler] [URL='http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596']Kobold Quarterly 9:[/URL][spoiler] [B]Skin Bat:[/B] Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin. Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats. They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler] [URL='http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596']Kobold Quarterly 11:[/URL][spoiler] [B]Vampire:[/B] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. [B]Vampire Spawn:[/B] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. [/spoiler] [/spoiler] [URL='http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596']Lords of the Night: Liches:[/URL][spoiler] [B]Void Lich:[/B] But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil. Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void. Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void. An Arcane Lich that has been corrupted by the Void. Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter... Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich. [B]Void Wraith:[/B] Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void. Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence. When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity... When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave). [B]Arcane Lich:[/B] In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches. Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition. An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality. The Ritual of the Arcane Transference The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality. When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal. The easiest way to do this is by passing into undeath. The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh. A mortal that has sacrificed their mortality to become one with the Arcane. All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone). A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone. There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich. The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them. Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams. A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level. A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail. Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible. Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich. The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process. The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter. A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure. After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead. The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters). Lich State Death Living Sunken Necrotic Skeletal Spectral Touched Dead Lich Lich Lich Lich Ritual Level AR1 AR2 AR3 AR4 AR5 N/A Minimum Intelligence 16 17 20 22 25 30 Minimum Level 1 5 9 11 13 17 Constitution Cost 2 (11) 4 (8) All (5) - - - Arcane +1 +2 +3 +4 +5 +10 Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6 Arcane Threshold 3 6 10 15 20 N/A Insanities +1 +1 +1 +1 +1 N/A Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A Sorcerae Modifier +1 +2 +3 +4 +5 +8 Ability Penalty -2 -3 -4 -5 -6 N/A Arcane Feats +1 +1 +1 +1 +1 +1 Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead. Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items. Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count. Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution. [B]Necromantic Lich:[/B] Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil. [B]Sunken Lich:[/B] All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials). Sunken Liches are those mortals that have passed beyond the veil of life and into undeath. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Arcane Ascendance ritual of power. [B]Necrotic Lich:[/B] Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Corpus Transformation ritual of power. [B]Skeletal Lich:[/B] Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Osseus Transfiguration ritual of power. [B]Spectral Lich, Ghost Lich:[/B] Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness. [B]Artifex Lich, Artificer:[/B] ? [B]Darke Lich:[/B] ? [B]Dirge Lich, Corpse Lich:[/B] ? [B]Frost Lich, Battle Lich:[/B] A Frost Lich is bound to the element of cold. [B]Mors Lich, Crypt Lich:[/B] ? [B]Prime Lich, High Lich:[/B] ? [B]Umbral Lich, Puppeteer:[/B] An Umbral Lich is an elementalist bound at least partially to the element of Shadow. [B]Servitor:[/B] Servitor Arcane power. [B]Arcane Vampire:[/B] There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...? [B]Blood Lich:[/B] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. [B]Nether Lich:[/B] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. SERVITOR This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead. Creating the Undead You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks. Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time. Use of this power takes one full round. The dead begin to rise at the start of the second round. Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches. Creating Servitors You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below. SERVITOR CREATION Skill Rank Undead per Arcane Cost Max Control Max Undead HD First Tier Necromancer 1 1 2 2 Second Tier Necromancer 2 1 4 2 Third Tier Necromancer 3 1 6 3 Fourth Tier Necromancer 4 1 8 4 Fifth Tier Necromancer 5 1 10 5 Sixth Tier Necromancer 6 1 12 6 Servitor Creation Notes ♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.) ♦You cannot create any one Servitor whose Hit Dice exceed your own. ♦ You can see through the eyes of any of your Servitors at any time as a standard action. ♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them. ♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank). ♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed. ♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy. ♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods... ARCANE ASCENDENCE Level Requirement: 15th Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items) Performance: 24 hours (difficulty: 40) Transforms a character into a Sunken Lich. CORPUS TRANSFIGURATION Level Requirement: 15th Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items) Performance: 24 hours (difficulty: 45) Transforms a character into a Necrotic Lich. OSSEUS TRANSFIGURATION Level Requirement: 18th Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items) Performance: 24 hours (difficulty: 50) Transforms a character into a Skeletal Lich.[/spoiler] [URL='https://www.drivethrurpg.com/product/18261/The-Lords-of-the-Night-Vampires?affiliate_id=17596']The Lords of the Night Vampires:[/URL][spoiler] [B]Vampire, Black Blood:[/B] Vampires were once living creatures that have been raised from death by necromancy. Ever since mortals have existed, feral vampires have wandered the mortal realms under cover of darkness. Created by the raw forces of nature, by curse or magic, feral vampires will certainly exist long after the mortal races have passed to dust. Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. A Vampire Scion can become a true vampire should their master be slain, although the outcome of this is uncertain. The vampire touched are those mortals bitten on one or more separate occasions by the Children of Vangual. In this blood-drained state, death is close. A third visitation and the victim will rise up as a vampire a few nights later (provided the victim is slain in the process). To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony. On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience. On the fourth night of death, a fledgling vampire will rise from the grave. Occasionally this process can happen more quickly, other times, somewhat longer. The necromantic processes are mysterious and cannot be predicted, even by the most learned of sages. They were the first of Vangual’s creations and consider themselves the most favored of his children. The curse can be passed to any of the mortal races, from human, elf and dwarf, to the monster races: goblin, troll and ogre. There are Black Blood giants, drow and even vampire lizardmen lurking in darkness across the realms. Black Blood is an acquired template that can be added to any humanoid or monstrous humanoid creature. Shadow Vampires cannot make more of their own. Even if they follow the process exactly, they simply create a standard Black Blood. Vampire Scion can evolve to become true vampires, although the process is dangerous and involves either intervention by a lich, or the Second Death of their master. A Vampire Scion’s necromantic energies are intrinsically linked to those of their master. If a vampire master is slain, all Vampire Scion under his control make a Will save (DC 20). If they fail, they are forever slain, the negative energies that sustained them dissipating with their master. Success indicates they become fledgling vampires. A vampire must come to a mortal three times if he wants to make a true vampire. To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. There can be interruptions in the process, but any vampire wishing to cement a full and complete relationship with their progeny must follow this procedure. The vampire must perform the Black Kiss within one month of his first visitation or he must begin the whole process anew. Vangual’s touch can slay any living being in an instant, devouring their life force with no possible chance of resurrection. He can cause any mortal to rise up as a vampire of any race with but a moment’s thought. This transformation is both permanent and irreversible, but is seen as a blessing rather than a curse in the eyes of his devoted. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… When a mortal becomes a vampire, the dark energies of necromancy transform their abilities. Beholder vampires radiate powerful necromancy and have the power to transform their targets into vampires with the use of their central eye. [I]Curse of Vampirism[/I] spell. [B]Vangaard:[/B] But Vangual was far from done. He took one of his chosen and shaped them into a new form, the Vangaard, a creature filled with rage and cold fury. The Vangaard can trace their origins back to Toth, the First vampire barbarian and member of the Black Council. The Vangaard Toth is the only member of the Black Council who is not a pure Black Blood. No one knows why Vangual transformed Toth into a Vangaard; perhaps it was a capricious whim by the god of vampires. Vangaard is an acquired template that can be added to any humanoid or monstrous humanoid creature. Who knows what power Vangual used to create the new order of Vangaard. [B]Fire Vampire, Inferno:[/B] The First found a wizard who had been burned beyond imagining in the razing of the great city. Vangual breathed unlife into his tortured flesh, returning him from death as a horribly charred and smoldering spirit. Joined with the powers of flame, this vampire became the embodiment of fire, and was vengeance and destruction incarnate. Perhaps the rarest of all vampires, Fire Vampires (or Infernos) are those mortals horribly burned in life. Fire Vampires can create progeny, although they rarely choose to (for the memory of their own creation burns upon their minds - and even as filled with madness as they are, they are reluctant to inflict their torment upon another). To do so, they must drain all of the blood from a candidate while inflicting powerful flame attacks upon their bodies. They must incinerate their victim on the very threshold of death. Horribly disfigured, the mortal will then rise up as a Fire Vampire a few nights later. They call this method of death (and subsequent reanimation) the Kiss of Fire, and it is said to be one of the most agonizing ways to die. Even cremation does not always prevent the Second Waking, a Fire Vampire’s charred and unrecognizable body reforms from ashes unless it was buried on holy ground. Fire Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Ravenous, Leeches:[/B] As the flames of the city died, the remaining dead fell around the ruined city. Some, touched by disease were corrupted by Vangual’s malevolence. They arose as the Ravenous, desperately hungry vampires with a craving for mortal flesh. Some say the Ravenous were created by the god of slimes and oozes, while others believe they are demons cast from the abyss and given mortal form. When they so choose, the Ravenous can make their own. To do this the victim must be forced to drink a concentrated point of the Leech’s blood. The victim will be fine - for a day or so. After forty eight hours they will begin to get chills, feeling sick and losing a point of Constitution and Strength per day. This will continue throughout the next 2d4+1 days until their skin turns a greenish hue. Finally, facing uncontrollable and agonizing convulsions, they lose one point of Strength and Constitution per hour. Only a neutralize poison spell cast by a cleric of 15th Level or higher, followed swiftly by a remove curse will prevent death. Lost abilities are regained at a rate of 1 point per week. Ravenous Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Shadow Vampire:[/B] Next, Vangual awoke the shadow. He ordered the First to bring to him the drow they found in the underworld. Willing or not, he transformed them into Shadow Vampires, insubstantial creatures that only half reside in the mortal realms. Shadow Vampires are drow that have been cursed by a most terrible darkness. They were taken by Vangual and transformed into shadow, stripped of their physical forms and their souls. Only the drow elder Avernuus has the authority to create new Shadow Vampires, and then only at Vangual’s instruction. The Black Council petitioned Vangual for a number of non-drow Shadow Vampires to be created, and he agreed. Shadow Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Mock Vampire, The Mocked:[/B] Mock Vampires or the mocked are ghoulish creatures whose bodies have not successfully survived the transition from mortal to vampire. They have remained dead for too long before their Second Waking and have suffered both physical and mental degeneration in the grave. The mocked have lain dead in the ground for too long. No one knows exactly what creates the mocked, certainly there are many things that can influence the necromantic process: holy ground, divine blessings, even nearby running water or a holy symbol casually tossed into a coffin. A poor first Katharein can result in the vampire rising as one of the mocked. The mocked typically remain dead for at least a week longer than the typical 1d4 days, rotting while in the grave. Mock Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Ash Vampire:[/B] At the height of Vangual’s power came the most terrible of his children. Ash Vampires: they who feast upon life itself. Draining the very essence from the living, plants wither and the ground turns to dust as they pass. These emotionless vampires are given mortal form in return for performing despicable acts in the name of the lord of blood. It is said those of the ash are the most powerful of Vangual’s creations, and that he could only create them when he had sufficient followers amongst mortals and vampires alike. Ash Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. There are many rumors as to why this might be. Some say the Ash Vampires are much older even than Vangual, that only those in the mortal realms were corrupted by the Void and that those that remain on the Ash Plane at the tower of Araxx are immune to the effects of the great corrupter. Some say that the Ash Vampires are a truly ancient race, and that their wisdom dates back thousands, if not tens of thousands of years. Others claim that they were never mortal, that the first Ash Vampires came from a race that no longer exists except in memory. [B]The Lost:[/B] Finally came the Lost, divine beings that have fallen from the grace of their celestial realm and cast to earth. Retaining a fragment of their memory and a shard of divinity, these creatures are perhaps the most tragic of all the vampire races. Forced to drink blood and to eat ash, they wake to darkness knowing they have done wrong, but not what. Perhaps they can find redemption, but most Lost spend their unlives brooding over their mysterious past and punishing themselves for a transgression they cannot remember. While they are not one of Vangual’s creations, the god of blood eagerly accepts them as his own. These creatures are not and have never been mortal. Cursed by divine magic, they have fallen from whichever spiritual domain they once inhabited, given immortal bodies and doomed to live in exile amongst the undead. Once glorious spirits - now vampires - they must drink blood and devour ashes to survive. The Lost are not true vampires. They were never ‘turned’ by another, but were instead cursed by powerful magic. Exiled, they appear with no clue as to who they are or from where they came. Occasionally, a divine being will visit them to inform them of their exile, but this will be brief and perfunctory. Their minds and spirits are their own, but their memories are all but gone. Lost Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. The Lost are celestials that have been cursed by their god. A character must have previously been a celestial that was cast down from his planar home. [B]Vampire Scion:[/B] In time, Vangual showed his vampires how to create children of their own. Vampire Scion are created by a single draining of a mortal’s blood without following the ritualistic process of the Black Kiss. These creatures are devoid of the uniqueness of a true vampire and are typically created as a result of a careless encounter with a mortal. To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony. On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience. Vampire Scion are locked in unlife at the moment of death, unchanging yet eternal. Slaves to their masters, most are created when a vampire bitten (once touched) mortal is slain before the effects of the first bite have worn off. These poor souls rise to become Vampire Scion, vampires in name alone, hunters of blood and bringers of death. Vampire Scion are created by a single draining of a mortal’s blood (or levels) without following the ritualistic process of the Black Kiss. Vampire Scion is an acquired template that can be added to any humanoid or monstrous humanoid creature. To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. [I]Curse of Vampirism[/I] spell. [B]Kethax:[/B] The Avystyx Prophecies also mention the coming of the Kethax: evil vampires of hellfire and brimstone from the Ash Plane. [B]The First:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Avystyx, The Vampire Bard:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Salvatorian Vandadyne:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Lord Melanch Abraxia, Lord of the Blood Knights of Avystervan:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Agoravaal The Damned Vampire Mage:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Ishtyx:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Kynosh, The Blood-Stained Druid:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Raxx, Leader of the Black Eye:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Toth:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Vathan Gellean, The Hunter:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Volik, Leader of the Blood Guard:[/B] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [B]Agan Ravarr:[/B] ? [B]Avernuus:[/B] ? [B]Corth The Grey, Ash Vampire:[/B] ? [B]Malik Faldein, Ravenous:[/B] ? [B]Moloch:[/B] Moloch is a bitter vampire. Horribly burned in the fires that ravaged Veil he was not one of the First. He fell in the great melee that destroyed the city. After his death, necromantic energies seeped into him, perhaps with a blessing from Vangual and he awoke at dusk the following night as the first Fire Vampire. [B]Arikostinaal, Lich:[/B] ? [B]Avystyx:[/B] ? [B]Ket Uth Makkar:[/B] ? [B]Phillian Artus Alucidan:[/B] ? [B]Blood Hound:[/B] Transformed from the worst performing vampire clerics in Vangual’s service, they are vaguely dog shaped, but with long crimson covered bodies and scarlet matted fur and piercing vermilion eyes. [B]Bloodling:[/B] They are favoured by Vangual and are said to be the transformed remnants of his enemies. [B]Children of Vangual, Age 1 Black Fighter 6:[/B] ? [B]Consanguineous Vampire:[/B] Consanguineous vampires the ‘least of vampires’ were created by the Black Cabal. A punishment inflicted upon their greatest enemies, consanguineous vampires are ravenous creatures tormented by madness and hunger. Created in a special ritual, the procedure of which is known only to members of the Black Cabal, the process transforms a mortal (or a vampire) into a consanguineous vampire. Created by the Black Cabal, Consanguineous Vampires are the least of vampires. [B]Vampire Ghoul:[/B] Created by the twisted diseases of the Ravenous and the sorceries of the Black Cabal, vampire ghouls are twisted versions of vampires. Mortals devoured by a vampire ghoul rise up as vampire ghouls in 1d4 nights time. [B]Spellmite, Arcanus Phagum:[/B] Spellmites, or Arcanus Phagum are tiny vampiric creatures created by the Black Cabal. [B]Blood Leech:[/B] ? [B]Goblin Vampire:[/B] ? [B]Lizardman Vampire:[/B] ? [B]Ogre Vampire:[/B] ? [B]Orc Vampire:[/B] ? [B]Troll Vampire:[/B] ? [B]Beholder Vampire, Blood Tyrant:[/B] Not much is known about beholder vampires except that somehow, the transformation to undeath is possible. Whispers abound of beholders created by Vangual known only as Blood Tyrants, evil and wicked creatures conjured by dark magic and filled with bloodlust for the mortal races. [B]Demon Vampire:[/B] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [B]Devil Vampire:[/B] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [B]Outsider Vampire:[/B] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [B]Dragon Vampire:[/B] the Black Cabal have made a handful of dragons that now reside on the Elemental Planes of Ash or Negativity, allies and minions of the Necromancers that live there. [B]Ash Dragon:[/B] ? [B]Drider Vampire:[/B] ? [B]Drow Vampire:[/B] ? [B]Giant Vampire:[/B] Although the Black Cabal have successfully made a number of vampire giants, they do not adapt well to the change and the Black Kiss works rarely upon them. [B]Mind Flayer Vampire:[/B] ? [B]Undead:[/B] It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. Curse of Vampirism Necromancy Level: Clr 9, Sor/Wiz 9 Components: V, S, M Casting Time: 1 hour Range: Touch Target: Person touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes You can transform a mortal into a vampire. Upon the spell’s completion, your target will be slain and will rise up as a Vampire Scion under your control or a fledgling vampire (your choice) 1d4 nights later. Material Components: A mortal heart marinated in red wine with a pint of attuned vampire Blood and a pinch of vampire dust that the mortal must (be forced to) drink.[/spoiler] [URL='https://www.drivethrurpg.com/product/19339/The-Lords-of-the-Night-Zombies?affiliate_id=17596']Lords of the Night: Zombies:[/URL][spoiler] [B]Zombie, Risen Dead:[/B] THE JOURNAL OF MALADAMIUS, ALCHEMIST Monday 4th January - I am taking a break from my conventional research, for I have found something that greatly intrigues me. Whilst studying in the library late this eve I noticed a scrap of parchment that had fallen beneath my desk. The note was a formula of sorts, pertaining to the manipulation (and I presume subsequent re-animation of dead tissue). Curious... Tuesday 5th January - I have spent much of the day searching the alchemy section of the library for information on this formula, but have found none. I have not been able to discover from where the parchment came nor any other reference works on so complex a subject. The scrap of paper was torn and the whole formula lost. The secret eludes my mind, but without a complete manuscript I have little on which to work but for tantalizing insights in to what might one day be possible. I shall not grasp at futile secrets. I shall instead accept that such things belong solely to the realm of fiction and not within my reach. Thursday 8th January - It is no use. I have been trying to continue my own studies and cast aside the thoughts of the deeper alchemy. I have a paper to present this coming Friday – but I cannot get the formula out of my head. Afternoon - I spoke with the head of my department who informed me that the knowledge I sought was as rare as the Philosopher’s stone. He quite clearly informed me that only through divine magic can the dead be truly restored to life. I have determined to prove the hypothesis that alchemy can lead to the reanimation of the dead. Then perhaps I can return to my own work with a clear mind. Friday 13th February - I have converted my bedroom into a laboratory, of sorts, although I have used the laboratory in the great hall of wizardry whenever I could, secreting bottles of formaldehyde home in the depths of my cloak. I have abandoned my regular studies in the search for the true formula. The secret is out there, I merely need to find that elusive spark of life. Friday 20th February - I have become something of a recluse and even my friends tired of my continual excuses and abandoned me to my research. It is for the best, for I am close now. I have created something that I believe resembles the formula spoken of upon the scrap of paper. This formula, I have called Serum, and I think that through it, I will bridge the gap between the living and the dead. A noble goal, I believe. Saturday 21st February - The formula did not work. I injected a quart of the Serum into the corpse of a rat, with no discernible effect. Nothing seems to work. There are times when the Serum, a luminous green in color seems to elicit a response from some of the subjects, but they seem either too long dead or the formula is not strong enough to pull them back from death… Saturday 6th March - One month of research; of refining and changing, of spending my entire (yet meager) wealth on equipment, rare potions and powders, I have come to conclusion that without the final part of the puzzle, I will never complete this task. The formula is simply too complex. It is with a heavy heart that I return to my own – admittedly mundane - studies. I only hope I can put this failure behind me and catch up on all that I have lost this past month. Thursday 11th March - Something has vexed me all morning. The Serum did not work because the formula was wrong! It called for a single gram of moonsalt, but moonsalt is only an effective reagent in larger doses. Thus I will triple the quantity of moonsalt and reinject it into a fresh rat. Evening - Gods be plagued. Once again the Serum has failed. I was sure it would have some effect upon the creature this time. The rat twitched and even opened its eyes and stared curiously around it before falling into a dormancy from which it would not awaken, no matter how much of the Serum I injected into it. No matter. It is out of my mind now. I have failed and I must concentrate on more earthly (and practical matters). Friday 12th March - I awoke this morning and curiously, the corpse of the rat had vanished. I was certain I left it on the table beside my bed, yet now, it is gone. I suspect foul play from my fellow students, who appear to have taken me back into the fold with open arms. Sunday 14th March - I have been unable to sleep. Questions ravage my mind. What if the Serum worked and the rat simply walked away? I have prepared another quart of Serum and injected it into a fresh rat. This time it is pinned to my dissection board and I am sitting watching. Afternoon - Incredible! I left to fetch more ink from the stationer and when I returned the rat was squirming about on my worktop, fixed securely in place on the board. What to do now? I cannot concentrate on quicksilver this afternoon, but must instead obtain more moonsalt and laudanum. Monday 15th March - The rat has vanished. The blood on the dissecting board suggests it tore itself free. Disconcerting; but who is to question the motives of lower species that rely solely on the most basic instincts? I shall move on to larger animals tomorrow. I am supposed to be in the Great Hall delivering a paper on the properties of quicksilver, but it will have to wait. If my experiments are a success my name will be forever etched into the halls of academia! Friday 26th March - I have procured the fresh corpse of a scrawny hound. It is about ten times the size of the rat, so I have increased the concentration of the Serum by a factor of ten. I am injecting the Serum directly into its brain, in an attempt to quicken the reaction time. Noon - The hound has awoken! Although I wish it had not, for it howls like some maddened creature, ululating with cries that seem to be issued from the very depths of hell itself. I am glad it is secured with tight leather straps, for a great hunger fills its eyes when it looks upon me. Only then is it quiet, and then I wish it would howl again. Late Afternoon - Will the creature not shut up? Saturday 27th March - I have taken a hatchet to the damnable creature. It is quiet now, at least. Beasts are clearly too primitive to be animated successfully, lacking souls and all. Tomorrow I shall speak with the physician – a drinking friend of mine – whose ward this is and see about obtaining a creature of a higher order, for it is now on the highest form of life that I must test my work. Sunday 28th March - My laboratory has been upturned and the body of the hound is gone! Its head remains, although I shall dispose of it today. It stares at me still with those hungry eyes. Was this some manner of burglary? Has one of my colleagues been seized by a fit of jealousy? Or did the creature – like the rats – walk away by itself? I cannot torment myself by such thoughts. Evening - I have returned from my meeting with the physician. He has agreed to obtain for me a fresh cadaver and I cannot express how overjoyed I am. To converse with someone freshly returned from the grave; that will be an experience unlike any other. To converse with the dead; to discover what lies beyond the veil of death. These are things of which dreams are made. Tuesday 6th April - I was roused from my sleep late last night by a resounding knock at the door. It was a servant of the physician bearing a large sack. I swiftly admitted him and the cadaver now lies in my cellar. I am moving my laboratory down there, for it is more secure. And hidden from casual observance. Afternoon - I have begun my calculations for the concentration of Serum needed. A great quantity is needed for the cadaver, which by all accounts, was a laborer who fell from the top of a nearby construction and broke his neck. The clerics may not have been able to do anything for him but perhaps I might… Evening - I injected a measure of the Serum into the brain of the fellow and waited. Finally he stirred, his eyes rolling wildly in his head and an expression of terror on his face. He gave a low gasp, then he was still. I have re-injected the Serum into his heart, in ever-increasing doses, to no effect. Midnight - A terrible shriek summoned me to the cellar while I was trying to get a rare few moments rest. The cadaver was sitting bolt upright, screaming and shrieking in agony (or perhaps fright). He had somehow broken loose of the bonds around his wrists and was flailing wildly. I will leave him for now, and see how long the Serum lasts. The first chills of the grave wash over me as I realize the grisly extent to which my research has taken me, but I must cast off such emotions in the name of scientific discovery. Monday 17th May - I believe I have perfected the quantities of Serum needed. I managed to rouse the cadaver once more, and he wailed until dawn before falling still. I shall reanimate him when I awaken. Late Evening - I have successfully reanimated the cadaver for a third time. It would seem that, so long as I have sufficient Serum, I can keep at this indefinitely. With each injection the look of awareness seems to gather in the corpse’s eyes. I have hope that with enough time I can confer sufficient intellect upon this corpse to enable it to speak… Saturday 19th June - It has been quite a taxing few days – I have been so busy that I have hardly had the time to eat, let alone detail my findings in this journal. I have obtained four more corpses, all of which have been animated successfully. I have buried two of them in the graveyard, for I do not need quite so many cadavers in my cellar. The rest are still for now, but I only have to inject Serum into their veins to bring them back to life. Monday 21st June - Most exciting is the last of the corpses I animated, for it possesses intelligence! I have had quite a conversation with it this past day, although its mind seems addled and fogged by death. Perhaps it was like that in life. I cannot deny that the creatures I animate look at me innocently enough, yet behind their eyes lies a monstrous and almost feral hunger. Were they not restrained I believe I would fear for my safety. Noon - I am preparing for the final experiment. Tonight I shall inject the Serum into my own veins. If my journal ends here, the experiment has failed and I am naught but another lifeless cadaver. Wednesday 23rd June - I write to you from the other side of the threshold of life and death. The Serum was a complete success. I felt death grasp at me and my heart cease to beat. My vision darkened and all was still. Then I awakened, as though from the deepest slumber and found that a whole day had passed. It feels different. Yes, very different. But I feel strong! And hungry, ever so hungry. Over the years many twisted monstrosities were created by Gariach in his attempts to unlock the secrets of life and death. Some were swiftly destroyed while others were left to roam the dusty halls of his mansion, acting as guardians and servants to the madness-stricken wizard. His mansion became a grisly place of death, of gruesome horrors, horrendous abominations and the walking dead... Finally, one night, some ten years later, Gariach found the success he desired. He managed to bring a local blacksmith back to unlife with his soul and mind intact. Gariach repeated the process, this time with the corpse of a watchman he had magically transported into the mansion. Again, although his reanimated body was cold and very much dead, his mind and soul were present, unlike the other undead monstrosities he had created before. Over the years, Gariach discovered and catalogued countless methods of reanimating the dead from all across the mortal realms, but he was unhappy with all of them. None of them would restore his wife in exactly the way he desired. He sought a master process, one that would precisely approximate the motions of life. Gariach came to the conclusion early on in his research that he would never be able to emulate the gods. His Paths did not create living, breathing creatures, but beings animated by the blackest science or magic. They were the undead. As Gariach desperately studied death, he discovered six very different methods existed to restore the dead to unlife. Known as Paths, these six areas of wisdom: Alchemy, Corruption, Ether, Invocation, Sorcery and Surgery, are all the blackest forms of knowledge and only those that have (perhaps) stepped over the line of sanity should learn them (or those that do not care about their souls once they finally depart their mortal coil). Once learned, a Path allows a mortal to cast back the veil of death and to restore a semblance of life back to the dead, but one should be warned: the six Paths are not a route to absolute success and as with all things, the restoration of the dead is never an exact science. One might unlock a terrible doom in the quest for immortality, bringing back more than just the soul of the deceased in the process. Sometimes, the fates deem a soul irretrievably destroyed and not fit for reanimation. When such a creature is made, there are always strange (and sometimes horrifying) results. A creature made by one of these Paths is known as one of the Risen. The process by which a Risen is brought back from death (reanimated) is known as the Kindling. The creature’s spark of life is re-ignited, recovering a portion of the vitality they held in life. When a Risen is reanimated, they are imbued with a certain amount of life force. Known as Corpus, this essence mirrors the vitality of the living; it is pure, living energy. The Risen are undead beings, animated by necromancy, but within each stirs a flicker of mortal vitality. While most of the Risen are reanimated through external methods, a Risen may (far more rarely) reanimate spontaneously. Why this happens is still a mystery; even Gariach himself expressed consternation at being denied the wisdom as to why a Revenant returns from death without magical intervention. Spontaneous Kindling seems to be attributed to random magical influences than to any specific process and such creatures are typically rare and powerful individuals beyond Gariach’s wisdom. Each of the six Paths of Creation allows the maker to create a different type of Risen. The skill of Risen creation is divided up into six unique feats that must be painstakingly researched in a laboratory or taught by a skilled tutor to any creator that meets the base requirements. Risen creation feats are standard item creation feats that can be purchased with normal character feats (when all research is completed). Anyone that knows one of the Risen creation feats can create a Risen of that type (although there are limits on the number of Risen that can be created). A creator must successfully research one Path of Creation before he can begin studying another. The process for creating a Risen is as follows: 1. Select a base creature, complete with class levels. 2. Convert the Constitution of the base creature into Corpus energy on a one-for-one basis. All Risen begin play with a minimum Permanent Corpus score of 10. 3. Apply a Risen template to the base creature, converting Hit Dice, type to undead (or living dead) and acquiring the listed attacks and special abilities. 4. Purchase up to three Corpus powers (adding up the total number of Marks of Decay the powers you gain). 5. Your DM will select your Marks of Decay up to your required total as purchased by your Corpus powers. You automatically begin play with all required Marks of Decay, even if you did not buy sufficient Corpus powers to offset those Marks of Decay. Required Marks of Decay are always used to offset Corpus powers. 6. Calculate Signum by adding up the total number of Marks of Decay. Adjust the effects of any Corpus powers and Marks of Decay that are altered by Signum. When Gariach created the first Risen Dead, his procedures were tailored towards humans, and thus would only work on human corpses. Over the centuries Gariach’s Paths have been greatly modified, with varying results, including the ability to create demi-human Risen Dead. Regardless of the alterations made to the procedures, the methods of creation only effect corporeal humanoid corpses. Attempts to create Risen giants, dragons and other monstrous undead have met with varying degrees of failure - although there have been some successes: the destruction of the coastal town of Amburgh is thought to be as the result of an attempt to create a Risen kraken by a cult devoted to its worship. What became of the hopelessly insane, undead creature remains a mystery. The procedures used to transform magical creatures into Risen are as yet unknown. But the secrets are out there... Gariach was ready. For hours had he prepared, casting spells, performing rites and scattering ointments and powders into the air. Sariah’s face was sprinkled with silver, her cheeks glistening like fire when the light from the candelabra caught it. The mage stood at the head of the great stone dais upon which his wife lay. He took up a great book in one arm, and raised the other to the skies, “Relash-uurman, est, ethlakar,” he shouted, as if speaking directly to the heavens, “Uvuuth Ost Avantikarr,” the words echoed throughout the Manse, repeating themselves over and over until they finally faded from hearing. In response, lightning crashed somewhere overheard. “Wake up, my love.” Gariach whispered, bending over the motionless form of his wife and reaching out to take her hand. Yet he faltered; for all of his desires, all of his conviction, something deep within whispered to him – as it did every night when he lay writhing in his bed – the voice of doubt. This will never be your wife Gariach. Oh she will be returned to you, but she will never be the same. She may look the same, she may sound the same, but nothing you do will ever return your wife to you. Be silent, fools! He hissed inwardly. Cease your taunting. My wife will be returned to me. The voices were silent. The next moments were a blur. Gariach performed the remainder of the ritual, screaming out a mix of near-unpronounceable vowels and harsh, grinding consonants. With every word, lightning ravaged the world outside the Manse and rain lashed down upon the windows. Finally it was almost dawn, when, exhausted and hoarse beyond words, Gariach said the final words of the ritual that would infuse his wife with vitality once more. The morning sun glimmered upon the horizon, a pale sliver of orange in a plum-colored sky and still lightning raged overhead, illuminating the chamber in electric yellow, and casting stark shadows across the walls. Lightning crashed across the chamber; the chandelier exploded with a deafening crack, sending sparkling cinders of glass cascading across the room. Gariach lifted up his arms protectively to shield his eyes, and waited, feeling his heart pounding in his chest. The room was quiet, and deathly still. The dust had slowly settled and a terrible silence had fallen over the Manse. There on the dais, alone and bathed in twilight, Sariah opened her eyes… An intriguing way to include the Risen in an existing campaign is to have a recently deceased character return to unlife – intentionally or otherwise. Although normally infallible, a raise dead or similar spell may go awry. Interference of evil spirits; impure thoughts on the part of the caster; location, or the flaws inherent in the beliefs of a cleric have all been known to cause ill effects with spellcasting – leading to the return of a character as one of the Risen Dead. The Character has died and gone to their god, but they have been punished for their crimes/lack of faith and returned to the mortal realms as one of the Fallen; a Risen of any particular type. [B]Alchemical Zombie:[/B] The Path of Alchemy allows the creation of Alchemical Zombies, living dead beings bound to their life-giving Serum. When Gariach first began his studies to restore life to his beloved wife, he discovered the life-giving properties of the raw elements of nature. When brewed to the most precise alchemical specifications, the resulting viscous fluid (called Serum) will restore life to the dead. While scholars have been seeking the formula for the elixir of life for centuries, Gariach discovered that it was in fact easier to approximate it through a process that created not actual life, but a facsimile of it. This ‘elixir of unlife’ was the closest thing to restoring life to the dead, although it never quite brings them back as they once were… The Path of Alchemy is the only way in which a mortal may transform himself into one of the Risen (although injecting oneself with Serum involves certain death with no guarantee of successfully reanimating as an Alchemical Zombie). Such are the risks of gaining great power and life after death. An alchemist must be in possession of a working reanimation formula before they can begin making Serum. The formula is rarely found and even more rarely sold. Researching the formula requires 4d6 months, but the alchemist must have some rudimentary information upon which to work (without such a base, research takes 2d6 years). Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. An application of Serum provides 10 points of Corpus (to an Alchemical Zombie only). Correctly brewed Serum is a viscous golden-yellow fluid that smells strangely organic and rather coppery. Serum can only be made in a well-stocked laboratory or a room specially equipped to brew it. A single corpse provides sufficient bodily materials to make two to four applications of Serum. Once distilled, Serum lasts indefinitely (although particularly old Serum may have a number of unusual side-effects: it might create horribly deranged Risen, or it may not work at all). Once prepared, the Serum must be injected into a fresh cadaver. The first injection is the most important part of the process, and is exceptionally sensitive to the condition of the corpse. For every hour that has passed since death, there is a 10% chance that something will go wrong with the reanimation process. Insufficiently fresh corpses will result in animating creations with unexpected side effects (they may arise with horrific mental defects or monstrous urges). If the formula has been successfully brewed, the Alchemical Zombie Kindles immediately and stirs into unlife within 2d4 hours. If injected into a living person – the target must make a Fortitude save every hour (DC 18) or lose 1 point of Constitution. When they reach 0 Constitution, they die an agonizing death (the cure requires a neutralize poison and a heal (or better) spell from a 10th level cleric). The corpse will then arise 2d12 hours later as an Alchemical Zombie. While many alchemists may be willing to perform the grisly task of reanimating human dead, others are content to work on more simple creatures. Animals can be reanimated much in the same way as living beings (with a much smaller dose of Serum). As with living mortals, the process is not exact and on occasion the use of Serum can create monstrous aberrations with terrible mental deficiencies: bloated, killer rats and blood-hungry dogs. The Alchemical Zombie is such a theory made manifest: a cadaver reanimated by the application of alchemy through Serum: the elixir of unlife. Of all the Risen Dead, the Alchemical (or Serum) Zombie appears the least corpselike. This is in part because the process only works on the freshest of corpses, and partly because the Serum is a powerful preservative. “Alchemical Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system. Distill Serum feat. [B]Eldritch Zombie:[/B] The Path of Sorcery allows the creation of Eldritch Zombies, monstrous beings that devour magic. Of all the routes Gariach followed to restore Sariah, the Path of Sorcery was perhaps the most terrible, for it called upon the darkest of enchantments to create a being that was literally ravaged by magic. The Rite of the Scourge: This mystical rite creates an Eldritch Zombie. It is considered a most terrible ritual, both in its performance and upon those it touches. There are few that will risk the wrath of the gods to perform it and even fewer that actually choose to perform the Rite of the Scourge upon a willing subject. The rite can be taught by a willing teacher or from a book. It takes approximately a week to learn the complex incantations and gestures necessary to perform the rite from a teacher, and no less than a month to study the processes set down on paper. The rite requires many rare and complex items in order to be successfully performed. The caster must ensure that the corpse to be Kindled was slain by a magical death effect (such as power word kill). Most necromancers bring a living body back to their laboratory where they can prepare it at their leisure. The rite requires that a circle of silver is drawn around the cadaver as well as the lighting of many candles made from the fat of arcane spellcasters. The rite takes four hours to perform, and must result in the destruction of a magical item that is at least as old as the caster. The caster may have no assistance in performing the rite and all items used cannot have been touched by another living being within one month of their use or the entire process must be started afresh. Once the rite is completed, the caster makes a Spellcraft check (DC25) to Kindle the corpse. A success infuses the cadaver with the mystical energies of the Scourge, reanimating them as an Eldritch Zombie with a single point of Corpus in 1d4 hours. It must feed within one hour of its creation or fall back into a mystical slumber from which it cannot be awakened. A Scourge is often spontaneously animated (in very rare cases) when the dead are buried (or have fallen) in places rich with powerful magic (such as: areas of wild magic, sites of powerful rituals or the resting place of an artifact). A creature slain by excessively powerful magic may also arise as a Scourge (a mortal slain by a wish spell, for example), although such reanimations are rare indeed. Animated in places of great magical power, the Eldritch Zombie is blight upon magic. They do not realize that I was created by the darkest powers to devour their arcane mumblings. “Eldritch Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Rite of the Scourge feat. [B]Ether Zombie:[/B] The Path of Ether allows the creation of the Ether Zombie, undead beings that can temporarily expend their life force to animate the dead around them for a period. Gariach speculated that a body could be reanimated through infusions of spiritual energy from other living beings. He believed that by binding the souls of the living to the preserved spirit of the deceased, he could tether a soul to reality - thus allowing complete reanimation. The resulting process creates yet another undead being, but the creature has a more malleable spirit, buffered by the forces of necromancy and sustained by the life force of the living. Gariach successfully mastered this process and created several creations (he named Ether Zombies) before discarding the process as being ‘unsuitable’ for the reanimation of his dead wife. He deemed the procedure ‘too fickle’, that ether was highly unstable, and that it produced uncertain mental aberrations in those reanimated. Often considered one of the most gruesome of the Paths of Gariach, the Process of Necrotic Transfusion involves the direct transfer of life force from the living to the dead. Through specially crafted receptacles, the cadaver is prepared and then is Kindled at the expense of the living. This process creates an Ether Zombie (although the results are not always certain; many aberrations have been made over the years as a result of incorrectly applied amounts of life force). The draining of life force from the living is said to be agonizing and many careless necromancers have been destroyed by the local militia, having been alerted to the grisly goings-on by the wails of the still-living echoing from their laboratories. This procedure is inherently dark and only non-good characters will ever perform it. There are those that consider using evil (or the unspeakably wicked) souls in the process, believing that in the destruction of their souls, the balance against the living is repaid ‘an eye for an eye, a tooth for a tooth’, but many consider it the highest crime against life and indeed, against nature itself. The process can be learned by any would-be scholar from a necromancer that has successfully performed the procedure on at least five separate occasions. It takes approximately 40 days (minus the Intelligence score of the pupil) to learn and the student must successfully perform the process to complete their training. The Laboratory must be well-prepared for the reanimation process. It must have both an Ether Machine, the receptacles for the energy transfusion as well as a number of Ether Glyphs needed to store the spiritual energy required for the process. In addition, the laboratory must be spiritually warded against extra-planar intrusion as well as having sufficient space for the living that are part of this process (usually glass containers that stand upright from which enchanted tubes pass their essence into a central ‘refinement’ crystal). The creature to be reanimated must be slain with the draining of each of their levels into a number of magical receptacles known as Ether Glyphs. The corpse must be embalmed with an acrid smelling substance made from organic minerals, life-giving salts and ether. The necromancer must then tattoo various mystical symbols upon the body of the cadaver (this takes about eight hours). These tattoos capture the ether and magical essences, focusing the spirit and allowing the Risen to harness the life force of others. The necromancer needs to know how much life force he needs to instill into the corpse before he can reanimate the flesh. He does this by ‘weighing’ the soul of the (still living) creature with Spirit Scales – a mystical device made up of tiny bronze weights that weigh the soul and tell the necromancer exactly how much life force he should use in the creation process. A heavy (higher level) soul requires a lot of life force whereas a weaker (lighter) soul requires only a small amount. The process takes between ten and twenty minutes to perform, involving the spiritual energy of the living being stripped from their bodies and bound into the cadaver. It takes approximately one minute to drain one level from a mortal (the process confers one negative level upon them per minute; these levels are restored if the process is interrupted before its completion). At the end of the process, the spiritual energy is transfused into the cadaver in an incandescent swirl of life essence. Ribbons of amber, violet, azure and vermillion burst around the corpse as the Ether Glyphs release their vital energy. At the end of the procedure, the Ether Zombie is immediately Kindled, with Corpus equal to its maximum Permanent score. The souls used in the Kindling process are forever destroyed with no possible chance of resurrection. They have been absorbed by the Ether Zombie and cannot be separated. It would take nothing short of a miracle far beyond the power of the gods to unwork such terrible magic. This is considered a most despicable form of reanimation. “Ether Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Process of the Necrotic Transfusion feat. [B]Golem Zombie:[/B] The Path of Surgery allows the creation of Golem Zombie, beings created not from one corpse but from many stitched together and animated by the primal energies of nature. The Surgical Process: This rather ghoulish process creates a Golem Zombie: a being reanimated from death, the spark of life rekindled through an electrical process. Through this procedure, the creator literally makes a humanoid by stitching together the preserved body parts of others. The brain, internal organs, limbs and even flesh must be sourced and carefully preserved in liquids painstakingly brewed to ensure the organs are kept in perfect condition before they are used. The process can be learned from a surgeon with the skill (taking just 2d4 months) or it can be discovered through careful research and painstaking (and ghoulish) experimentation. The researcher may make an Intelligence check at the end of each full year they have spent researching the Path of Surgery (DC 30). The DC falls by 1 with every additional year they spend in study. With comprehensive notes from another surgeon, the DC falls to 25 (-2 per additional year of study). A Golem Zombie is created through a combination of surgery, crafting and alchemy. It must comprise of at least six separate components: head and brain, torso, two arms and two legs. The majority of the components must come from living creatures, but need not necessarily come from the same creature. Note: Some body parts, with the exception of the head and brain, may be artificial. A Golem Zombie may be constructed with weapons grafted in place of an arm or hand (this requires specialist knowledge - see Black Surgeon). To assemble the components the crafter must bind them together using a combination of staples, metal studs and leather straps. Construction can take a variable number of hours, depending on the number of cadavers used and the quality of the internal organs. It takes approximately eight hours to prepare a creature for reanimation (if all the parts are prepared in advance). Once the creature is made, the creator must make a Craft (Leatherworking) check and a Heal check (both with DC 15). A success has crafted a corpse suitable for reanimation. The flesh must then be injected with a thick and syrupy embalming fluid that reacts to electrical energy. There are occasions when a surgeon does not have access to all the internal organs and body parts required for the creation of a Golem Zombie. In such instances, flesh and organs can be preserved indefinitely with their injection and/or suspension in preserving fluid. The creation of this fluid requires an alchemy skill of 12 ranks and costs 100 gp for sufficient fluid to contain one internal organ (such as the brain). Preserving fluid takes approximately twelve hours to brew and requires a well-stocked laboratory. To reanimate the flesh, a mechanical device known as a Brass Heart must be fashioned and inserted into the chest cavity of the assembled corpse. Roughly spherical, the Brass Heart costs 500 gp and requires a Crafting (metalworking) skill of 12 ranks and has a crafting DC of 20. While inside the Risen, the Brass Heart is wholly inert and cannot be affected in any way. The demands placed upon a creator to successfully reanimate the flesh are considerable. They must have access to large amounts of electricity to Kindle the cadaver, plus their laboratory must be well-stocked with some very expensive equipment. Most surgeons build their laboratories on high ground where storms are frequent or use magic to conjure storms when needed. Some employ druids to assist them in their grisly work, while others learn the elemental spells needed to power their experiments. It costs approximately 10,000 gp to 50,000 gp to purchase and set up the equipment needed to specifically reanimate the dead. Many items parts are hard to find and their installation can raise some strange questions by those building their recondite devices in mysterious laboratories high up in stormy mountain ranges. Once all preparations are complete, the newly prepared cadaver must receive eight points of electricity damage for every point of Corpus the Golem Zombie is to possess. This ‘charging’ must be inflicted within one hour of the Corpse’s completion, or the entire Kindling process must be done afresh. A newly Kindled Golem Zombie begins with a Temporary Corpus score equal to its Permanent Corpus. The Golem Zombie is not created from a single corpse, but from the body parts of several creatures stitched together to create a Risen not unlike a flesh golem in appearance. “Golem Zombie” is an acquired template that can be added to any corporeal creature or creatures. Craft Golem Zombie feat. [B]Mock Zombie:[/B] The Path of Corruption allows the creation of Mock Zombies, beings animated through vampiric energy and bound to an ever-changing, liquid form. When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. He was experimenting with unlife, in particular with vampires and liches, studying the necromantic processes involved in their creation. He called this the Path of Binding, and in trying to recreate the process, discovered that the necromantic energies could be corrupted, transforming vampires and mortals into the creatures now known as Mock Zombies. Through this process, mortals that would otherwise become vampires would instead become lesser creatures, the entropic forces diminishing their essence and leaving them filled with festering rot and decay. The Path of Binding was designed to harness the necromantic energies of the undead in an attempt to restore life to the slain. The process, through a complex array of crystals and cables, was intended to channel the energy of the undead by converting entropic energy into life-giving vitality. It failed, corrupting all used in the procedure, turning them into Mock Zombies. Its name was changed and it was left as nothing more than a curse, used by evil necromancers to transform their enemies into Mock Zombies. Any man of science, alchemy or learned individual can learn this Path, having a very well equipped laboratory designed specifically for the purpose of reanimating the dead. The process can be mastered with a teacher in 1d6 months, or it can be researched, but it is very hard to learn. The student must have access to several Mock Zombies and at least one powerful corporeal undead creature. Research takes 1d4+1 years, at which point the researcher can make an Intelligence check (DC25). Every additional year they spend in research allows another Intelligence check to master the creation process (the DC is lowered by 2 for each additional year of research). The binding process is not only expensive, it is time-consuming and difficult to perform. A necromancer must have a well-equipped laboratory before he can begin the process. He must have an network of quartz crystals and magical cabling installed, costing 50,000 gp to purchase and requiring six months to prepare. He must have a wide range of rare potions and unguents to inject into and apply to the corpse costing in the region of 5,000 gp. Lastly, the equipment needed to perform the binding process is fragile, expensive and time-consuming to create, costing around 20,000 gp and taking approximately four months to make. The cadaver must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A vampire of no fewer than 5HD must be used to power the procedure. The vampire must have been in existence for longer than one year (or they can not provide sufficient energies to fuel the necromantic process). The process takes about one hour for the necromantic energies to pass from the vampire to the cadaver. Blue-black flashes of energy coruscate between the two corpses during the process as the vampire grows slowly weaker. Finally, the vampire passes into a form of unconsciousness, and finally, death, at which point they are reduced to inert ashes (from which there is no returning). At the end of the process, the corpse is animated as a Mock Zombie with 1 point of Corpus for every hit die the vampire possessed. A Mock Zombie is almost never created deliberately, instead created by mistake when a vampire fails to rise after the Black Kiss (or through some other vampiric creation process - but never through a typical spell). It is not unheard of for entire groups of vampires to fail to rise when expected, only to emerge over the centuries as Mock Zombies. Rumors abound of a terrible rite known to the Black Council that is powerful enough to strip a vampire of his mystical prowess and forcing his undead flesh to decay, turning him into a Mock Zombie. The Mock Zombie is a would-be vampire whose Black Kiss has failed and caused them to lie in their coffins for weeks, months or even years before they rose, not as one of the Children of Vangual but as one of the Risen. “Mock Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system. Create Mock Zombie feat. [B]Revenant Zombie:[/B] The Path of Invocation allows the creation of the Revenant Zombie, a being pulled from their eternal slumber in order to perform a task for their creator. The Rite of Pathos conjures a spirit and Kindles a corpse into a Revenant Zombie, either to right an injustice or to (more commonly) bind a particular spirit to a necromancer’s will for a period, forcing them to endure a form of slavery. The ritual can be learned by any with the desire and ability to learn it. It is jealously guarded by scholars and the necromancers that know it. Few actually know the true rite; most animate wisps of smoke and deranged spirits from the nether realms. It takes just 48 hours to learn the rite from one that has successfully performed it and 7 days to learn if the pupil has only the written form of the rite from which to learn. The caster must protect the area in which he is to perform the Rite with a mystical circle scribed from a powdered mix of silver, salt and chalk. Failure to correctly perform the protective rites will result in the nether spirits conjured during the ritual being loosed to attack the caster during the rite. The caster must be present at the location of the deceased, or at some location that has a direct bearing on their death (such as the place of their demise). The rite takes 1 hour to perform, during which time the caster cannot be disturbed or lose his concentration in any way (lest the rite fail and any spirits conjured be let loose upon him). The caster must be in possession of an item that was of value to the deceased in order for the rite to work. This can even be a living member of the deceased’s family (if the necromancer wishes to have a bargaining chip under his belt during the Covenant of Binding). At the Rite’s conclusion, the deceased’s soul materializes to form the Covenant of Binding with the necromancer. If both parties agree, the spirit is bound into its original body (or the body of another should the original be unsuitable) and the Revenant is Kindled on full Corpus. Some emotions are so strong that their reach extends beyond the grave, clutching at the hearts of the dead and refusing them rest. Love, hate, revenge and loyalty are all emotions strong enough to bring a Revenant Zombie back to life. Revenants walk the earth for two very different reasons: Bound Revenants: By being bound by a necromancer or powerful figure for a period of service. Unbound Revenants: To complete a task left incomplete by their death – to avenge the death of a loved one; to hunt down and slay the last of their hated foes, or to rescue the master in whose service they died defending. Unbound Revenants: Are created spontaneously (or are summoned) due to something bringing them back from death. All have some mission upon the earth (their Quest) that they must complete before they can find eternal rest. “Revenant Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Spontaneous animation, while rare, happens occasionally. It is usually triggered by powerful emotion at the site of a mortal’s death (or where they have a connection to the mortal realms). Tears of the bereaved upon their gravestone, or the blood of the innocent; there are many ways to trigger the return of a Revenant. Strong emotions can, with the aid of magic, stir the dead back into life, albeit with a terrible desire to put right their wrongs. The Rite of Pathos feat. [B]Calthar Brecht, Human Alchemical Zombie Wizard 10:[/B] ? [B]Irisu, Human Eldritch Zombie Rogue 5, Assassin 5:[/B] It was not the wizard that slew Irisu, but his magical defences. But death was not the end for Irisu, for the magic that slew him also reanimated him as a Scourge. [B]Brevik Enkilian, Human Ether Zombie Wizard 14:[/B] ? [B]Tolvek, Human Golem Zombie Barbarian 12:[/B] In life he was four or five different people, mostly warriors from his tribe, all slain by the wizard Kathrasin. Tolvek was reanimated by the evil wizard to serve as a bodyguard. [B]Ricard Lupus, Human Mock Zombie Rogue 10:[/B] In life, Ricard was a thief and grave robber with a penchant for fencing artifacts and relics. One night he had the misfortune of breaking into a tomb inhabited by a beautiful vampire who, taking a fancy to the unfortunate thief, gifted him with the Black Kiss. Before Ricard could rise as a vampire, a group of priests attacked the vampire, staking her and consecrating the ground. Ricard lay in a state of limbo, not quite dead and yet not alive either. It was five years later that Ricard awoke, not as a vampire but as a Mock Zombie. [B]Kargan, Human Revenant Zombie Fighter 12:[/B] ? [B]Ash Dragon:[/B] They reproduce by stealing the eggs from other dragons and corrupting them with powerful necromantic rituals. [B]Feral Zombie:[/B] A feral zombie is created when a mortal is slain (or bitten within seven days) by a Risen. These corpses Kindle, creating a creature with dark, terrible eyes, the ability to move normally, and an endless and ceaseless appetite for living flesh: a feral zombie... Any creature slain by a feral zombie rises up as a feral zombie within 1d6 rounds. Any creature bitten or scratched by a feral zombie that dies within seven days of receiving that wound will automatically rise up as a feral zombie. A creature slain by an Eldritch Zombie has a 5% chance of rising up as a feral zombie. There is a 1% chance for every level/HD of the Ether Zombie that any mortal upon whom they slay through feeding will reanimate as a feral zombie within 1d6 rounds of their death. The cadaver to be turned into a mock zombie must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie. [I]Curse of the Undead[/I] spell. [I]Stricken[/I] spell, [B]Flayed Zombie:[/B] The flayed zombie is a horrific monstrosity created by the Black Cabal for use as a potent warrior and assassin. A flayed zombie is created by having their skin painfully removed by another flayed zombie, or by a mage using the excoriate flesh spell. Any humanoid slain by a flayed zombie’s excoriate attack will rise as a flayed zombie in 1d4 rounds. [I]Excoriate Flesh[/I] spell. [B]Frost Zombie:[/B] The tragically slain corpses of past adventurers, the frost zombie exists only in freezing climes, for they rely on the cold to slow the rate of decomposition of their flesh. [B]Gangrel Zombie:[/B] Gangrel zombies are afflicted with a virulent magical disease known only as Pain. Any character receiving damage from a gangrel zombie must make a Fortitude save (DC 15) or be afflicted with Pain. Characters infected with Pain immediately lose 1 hit point and a further 1 hit point at the start of every round. A terrible agony fills those afflicted as their flesh begins to burn from within. Lost hit points incurred due to Pain can only be healed naturally; the disease is highly resistant to magical curing and it can only be removed by a remove disease spell. A target may only contract Pain once at any one time and once cured, are immune to the effects of the disease for 24 hours. If a character falls to 0 hit points, they are overcome with agony for 10 rounds (stunned) while their flesh boils and their minds collapse. Thereafter they rise up as a gangrel zombie. [B]Hollow One:[/B] Hollow Ones (or hollow zombies) are the shells of the Risen that have wholly succumbed to the Decay. Their spark of life has been extinguished and their soul forever lost to the swirling mists of entropy. In its place emerges a dreadful malevolence and hunger, desiring nothing more than to feed upon the life force of the living. “Hollow One” is an acquired template that can be added to any corporeal Risen Dead. Any humanoid slain by a Hollow One rises up as a Hollow One in 1d4 rounds. A Risen that loses all of their Corpus energy wholly succumbs to the Decay. Their life force is depleted, their mortal minds forever stripped away. They become Hollow Ones: mindless creatures possessed with naught but an unquenchable hunger for the essence of the living. Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. [B]Ooze Zombie:[/B] The spawn of Mock Zombies, they are known as carrion eaters for they are Any creature slain by an ooze zombie rises up as an ooze zombie in 2d6 rounds. the cleaners of dungeons, readily devouring anything put in front of them. A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie. [I]Ooze Transfiguration[/I] spell. [B]Sanguine Zombie:[/B] Sanguine is a magical disease devised by the Black Cabal to render the mortal populace vulnerable to vampiric domination. Their experiments failed, creating a disease that mutated, filling those infected with a terrible thirst for violence and stripping them of their higher brain functions. Creatures infected by Sanguine quickly lose their minds, becoming highly feral, hungry for the blood of the living. Sanguine is highly contagious, passed from person to person via saliva or blood. Someone bitten or scratched by an infected creature is swiftly filled with a terrible bloodlust. In time, the hunger consumes their life essence, leaving them forever a blood hungry sanguine zombie. Sanguine is a magical disease that affects all living creatures not otherwise immune to magical diseases. A creature that comes into contact with the infection must succeed at a Fortitude save (DC 18) or contract Sanguine infection immediately. On infection, the victim loses 1d6 points of Intelligence and Wisdom, and 1 point of Intelligence and Wisdom per round thereafter as the virus courses through their bloodstream. A creature reduced to 0 Intelligence or Wisdom is immediately overcome by a terrible bloodlust, lashing out and attacking everyone near them, discarding weapons in favor of teeth and nails. Each day following infection the creature loses 1 point of Constitution. When reduced to 0 Constitution an infected creature dies and rises as a sanguine zombie. “Sanguine Zombie” is an acquired template that is added to any living creature that has a skeletal system slain by the Sanguine infection. [B]Blight Zombie:[/B] A magical disease of unknown origin, the Voracious Wasting afflicts its victims with an inhuman hunger for human flesh, combined with a terrible rotting. The disease is passed on through blood, bites and wounds caused by the infected. A victim may only contract the disease once at any one time and only magical detection will alert a character to the presence of the Voracious Wasting. A character must make a Fortitude save (DC 16) to shrug off the effects of the disease when it is first encountered. A failed save causes the victim to lose 1 point of Constitution, Wisdom and Dexterity each day. When their Wisdom reaches 0 the victim has reverted to a completely bestial state and will gorge themselves as much as they can upon human flesh or upon any raw food they can obtain. When their Constitution or Dexterity reaches 0, they have wasted away and arise within 1d6 hour as a blight zombie. Once the Wasting is contracted, the victim seems relatively normal for a few days (until they reach half Constitution). At that point they begin to develop a desperate thirst that they cannot sate. After few more days, they begin to develop purple lesions across most of their body. Their hair begins to fall out, their breath grows increasingly more fetid, and they grow yellow, discolored nails. In the final stages of the disease, the victim is sullen, their mind and bodies dimmed, the hunger for flesh uncontrollable. A character that dies while they are infected by the Voracious Wasting immediately rises up as blight zombies one round later. The Voracious Wasting may not be naturally cured with the heal skill. Only a cure disease spell (or more potent healing) will remove the disease from a subject, but only within the first 24 hours of infection. Thereafter, the infected character must have all ability points (lost to the Wasting) restored before a cure disease will be effective upon them. [B]Necrotic Bacteria:[/B] ? [B]Zombie Flesh Eater:[/B] Flesh eaters are undead beings fuelled by powerful necromancy, but their creators have conferred upon them the need to eat living flesh to remain animated and to stave off any signs of rot. Any undead-creation spell (such as animate dead) can make flesh eaters (so long as the necromancer knows how to alter the spell to do so). [B]Grafted Zombie:[/B] Black Surgeon Perform Surgical Graft powers. Necromancer Grafting feats. [B]Undead:[/B] This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. Ether Zombie's Minions of the Dead power. [B]Zombie:[/B] When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. [I]Rite of Returning[/I] spell. [I]Power Word Reanimate[/I] spell. Ether zombie's Echoes of Life power. RITE OF RETURNING Necromancy Level: Clr 4, Nec 4, Sor/Wiz 5 Components: V, S, F Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One creature Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No This spell infuses any of your living minions with powerful necromantic energy. They lose 1d4 hit points that only return after the expiration of the spell. If they are slain during the spell’s duration, they immediately rise up as a zombie 1d4 rounds later. Focus: A circle of silver POWER WORD REANIMATE Necromancy Level: Clr 9, Nec 8, Sor/Wiz 9 Components: V, S, F Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Duration: Instant Saving Throw: None Spell Resistance: No This spell causes a wash of necromancy to swirl out from the speaker of the single power word. This reanimates all corpses in the area of effect as 1 HD skeletons and 2 HD zombies depending on the condition of the corpses. Corpses rise up at the end of the round and can act at the start of the next round. Focus: A sphere of obsidian CURSE OF THE UNDEAD Necromancy [Evil] Level: Clr 2, Nec 2, Sor/Wiz 3 Components: V, S Casting time: 1 action Range: Close (25 ft. + 5 ft. per level) Effect: 1 living creature Duration: Special Saving throw: Fortitude negates Spell resistance: Yes This foul spell afflicts the subject with bands of powerful necromantic energy. If the subject victim dies within a year and a day of this curse being uttered, they immediately rise up as a feral zombie 1 round after their death. STRICKEN Necromantic [Evil] Level: Nec 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject is afflicted by a malevolent wasting condition that makes them feel strangely nauseous and unable to eat. They lose 1d4 points of Constitution on the spell’s completion. This Constitution is not regained until the condition is cured or the spell is neutralized. A character loses 1 from their maximum hit point total at the end of every day and receives a -4 penalty to their Fortitude saves. If they are reduced to 0 hit points through this spell, they rise up as a feral zombie within 1d6 rounds. Material Component: Fennel steeped in the poison of an adder. Ooze Transfiguration Necromancy [Evil] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 30 minutes Range: 10 ft. per level Target one creature Duration: instantaneous Save: Fortitude Spell Resistance: Yes This spell transforms a vampire into an ooze zombie. It is considered the worst of curses, only ever performed on those that have committed the most terrible of crimes. Arcane Material Components: A sprinkling of fresh Mocked Vampire ichor. DISTIL SERUM [ITEM CREATION] You can brew Serum Requirements: 7th Level, Brew Potion, Intelligence 15 Benefits: You can make Serum provided you have a well-equipped laboratory and the correct ingredients (as listed above). You must have access to a working formula before you can comprehend the complex nature of this feat. XP Cost: 500 XPs per Hit Dice. RITE OF THE SCOURGE [ITEM CREATION] You can create Eldritch Zombies Requirements: Write Scroll, must be able to cast 5th level spells Benefits: You can create an Eldritch Zombie; a Scourge. A character can only make one Scourge at any one time. A character can assist in any number of Eldritch Zombie creations, but they themselves may only have one Scourge that they personally created with the Rite of the Scourge. XP Cost: 1000 XPs per Hit Dice. PROCESS OF THE NECROTIC TRANSFUSION [ITEM CREATION] You can create Ether Zombies Requirements: Write Scroll, must be able to cast 5th level spells, Intelligence 16+ Benefits: So long as you have a suitably equipped laboratory, you can create a permanent Ether Zombie. XP Cost: 400 XPs per Hit Dice CRAFT GOLEM ZOMBIE [ITEM CREATION] You can manufacture a Golem Zombie. Requirements: Craft: Metalworking (12), Craft: Leatherworking (15), Heal (12), Knowledge (Anatomy) 12 Benefits: You can manufacture a Golem Zombie as per the procedures above. XP Cost: 600 XPs per Hit Dice CREATE MOCK ZOMBIE [ITEM CREATION] You can perform the process needed to create a Mock Zombie. Requirements: Craft (alchemy) 10 ranks; able to cast 5th level spells. Benefits: You have learned the Path of Corruption and can successfully make Mock Zombies (providing you have access to the correct ritual components). XP Cost: 300 XPs per Hit Dice. THE RITE OF PATHOS [ITEM CREATION] You can summon and bind a Revenant to you. Requirements: 12th Level, able to cast 5th level wizard spells. Benefits: You can summon and bind one Revenant to you (but only one at any one time). You must comply with the Covenant of Binding lest the Revenant be set free (and released with the ability to destroy you). XP Cost: 800 XPs per Hit Dice THE BLACK SHIVERING This disease is carried by many forms of the undead, and is a terrible plague indeed. The Shivering can destroy an entire town, while the population remains unaware that they are the victims of a plague at all. Origins: Created by a group of life-hating necromancers, the Black Shivering is designed to slowly whittle away at a population while working in complete secrecy. Symptoms: The Shivering afflicts a victim in subtle ways. The target loses 1 from their maximum hit point total once for every 24 hours of the affliction. The character will not be aware of the condition until their hit point total has fallen to half, at which point they will start to feel strange and somewhat light-headed. Note: To avoid suspicion, characters should not know their new hit point totals as time passes, only that they are suffering from some mysterious affliction (thus adding to the suspense and fear of their unknown malady). As the disease progresses (reaches 10 hit points or fewer), the victim’s flesh begins to dry painfully, then begins to disintegrate, nails yellow then fall off, and lips start to wear away, until the teeth begin to show. In the final stages of the disease, the flesh on the victim’s body turns a yellow-parchment color with bloody blotches. Death: A character reduced to -1 hit points from the Shivering, rises up as a standard zombie in 1d3 days. Curing: The Shivering can only be removed by a 15th level cleric and a wizard of the same level (or higher). The wizard must begin the curing by successfully casting dispel magic (targeted dispel - DC 25). If successful, the cleric must then cast the spells: remove disease and heal. A fail at any part of the process and the curing must be started anew. Notes: Those that contract the Shivering do not register as being afflicted by any form of disease. The Shivering is almost completely immune to most forms of magical detection. Only the most powerful detections performed by a 15th level character or higher will recognize that there is any form of magical ailment affecting a character (and even then the results will be vague and unspecific ‘a character will know that there is ‘something’ amiss with another, but not exactly what’). CONTAGION This is a disease carried by many Risen (and some zombies). Their claws and teeth glimmer with a nacreous green radiance and they seem to be filled with an abnormal malevolence that even the most non spiritually aligned can detect. Origins: No one knows (or will accept responsibility) exactly where Contagion began. Many believe it to have been created in some laboratory under the scrutiny of vampire wizards and evil liches. Symptoms: When a character is infected with Contagion, they do not heal naturally. Wounds steadily worsen and if left unchecked, a character will eventually die. While magical healing will work on them, their bodies simply do not recover from injury on their own. They suffer a -4 penalty to their Fortitude saves, and -8 against all forms of diseases and poisons. Death: A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. Curing: Contagion can only be cured by a neutralize poison and a remove disease spell cast by a 10th level cleric or higher. Anything else will not work (although higher-level curing will always be successful). Note: there are new (and even more terrible) versions of Contagion in existence that are even granted a save against the curing effects of a cleric. This enhanced version of Contagion saves against any curing attempts as a 15th level wizard. ENTROPY This disease was designed to gain revenge upon the strong and the powerful. While its effects are slow, there are few known cures, and most that contract it, eventually dies a horrible wasting death... Origins: No necromantic group will take credit for Entropy. It is believed to have originated on the higher planes. The elves call this disease the ‘black wasting’ and treat the afflicted like lepers. Contracting the Disease: It must be contracted through food or water, or by direct blood contact with an infected creature (certain undead carry the disease). Symptoms: Entropy affects a victim in subtle ways. Infected victims have a greenish tint in their eyes that glimmers in darkness. Elves and other woodland creatures can sense the ‘wrongness’ about them and druids will be sickened by contracting this illness. Every week the infected must make a Fortitude save (DC18) or lose one point of Constitution. Their flesh grows greener as the disease progresses and their nails take on an emerald sheen. Death: A character reduced to 0 Constitution, rises up as a standard zombie in 24 hours. They are then carriers of the disease that go on to pass their infection on to all they meet. Curing: Entropy is very hard to cure. The magic of the disease mixes with the life force of the victim making a cure, near-impossible to find. A god may remove the infection, as will the death of the character. Other restoratives are much harder to find. Echoes of Life (Su): An Ether Zombie can animate corpses, infusing them with a fraction of its life force. It can choose to expend 1 Corpus to animate any corpse within 30 feet. Corpses animate with a number of HD equal to the Ether Zombie’s Signum. Example: a 2nd Signum Ether Zombie can reanimate the corpse of a 10HD warrior, but the corpse only animates as a 2 HD zombie. Corpses animate immediately and remain animated for 10 rounds (the Ether Zombie can expend additional Corpus energy to continue their existence for another 10 rounds if he desires). All animated zombies remain wholly under the command of the Ether Zombie and cannot be commanded or controlled by anyone else (but they can be turned). If the Ether Zombie is destroyed, all of his creations are destroyed. An Ether Zombie can only have as many undead creatures in existence at any one time as his character level. All creatures reanimate at full hit points. Once a creature has been destroyed, it can never again be reanimated by necromancy; the flesh is corrupted with the taint of ether. Additionally, the Risen cannot feed from any corpse that has been previously animated by an Ether Zombie. The dead flesh has been stripped of vitality and no longer provides any Corpus energy. MINIONS OF THE DEAD Cost: 3 Marks Effect: An Ether Zombie can animate a number of permanent undead minions equal to his Signum. These minions may have a maximum number of Hit Dice equal to twice their creator’s Signum. To create a minion, an Ether Zombie must expend 5 points of Corpus, reanimating the corpse in 1d10 minutes. If a minion is destroyed, the Ether Zombie can immediately animate another by following the same procedure. Level Requirement: None[/spoiler] [URL='https://www.drivethrurpg.com/product/28416/Lore-of-the-Gods?affiliate_id=17596']Lore of the Gods:[/URL] [spoiler] [B]Defiler:[/B] ? [B]Husk:[/B] If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days. [B]Ka Spirit:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Skeleton:[/B] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. [B]Zombie:[/B] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler] [URL='https://www.drivethrurpg.com/product/19905/Lost-Creatures?affiliate_id=17596']Lost Creatures:[/URL][spoiler] [B]Bonegore:[/B] Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights. [B]Cinder Ash:[/B] Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created. “Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Thrain[/B]: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler] Manual of Monsters [spoiler] [B]Spirit of Vengeance Greater:[/B] When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance. [B]Spirit of Vengeance Lesser:[/B] Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round. [B]Scourge:[/B] "Scourge" is a template that can be added to any creature. [B]Banshee:[/B] Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation. Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings. “Banshee” is an acquired template that can be added to any humanoid creature. [B]Crypt Fiend:[/B] As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul. “Crypt fiend” is an acquired template that can be added to any nerubian. [B]Forsaken:[/B] The forsaken are humans transformed into the undead, with all the powers associated with the Scourge. “Forsaken” is a template that can be added to any human character. [B]Ghoul of the Scourge:[/B] “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Shade:[/B] Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful. "Shade" is an acquired template that can be added to any humanoid creature. [B]Skeletal Mage:[/B] These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will. “Skeletal mage” is an acquired template that can be added to any humanoid creature. [B]Skeletal Warrior:[/B] Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will. Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers. “Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Withered:[/B] This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge. "Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature. [B]Wraith:[/B] “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Zombie:[/B] These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead. “Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Abomination:[/B] Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check. The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance. [B]Ghost:[/B] Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler] [URL='http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596']Midnight Minions of the Shadow:[/URL][spoiler] [B]Forsaken:[/B] The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow. There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth. Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler] [URL='http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596']Monster Anthology Volume 1:[/URL][spoiler] [B]Gheist:[/B] The spirits of cruel dead. [B]Pariah:[/B] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. “Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL='http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596']Monster Encyclopaedia 1 Ravagers of the Realms:[/URL] [spoiler] [B]Batyuk:[/B] Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them. [B]Blood Scarecrow:[/B] The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him. [B]Cavewight:[/B] Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful. [B]Devouring Zombie:[/B] the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead. Devouring zombies can be created with the create undead spell and require a 12th level or higher caster. Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying. [B]Human Commoner Devouring Zombie:[/B] ? [B]Dissolute:[/B] The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed). [B]Fingerfetch:[/B] Fingerfetches are a minor species of undead, said to be the spirits of dead thieves. [B]Grasping Hands:[/B] Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by. [B]Headless Screamer:[/B] Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons. [B]Mesmeric Spectre:[/B] Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence. [B]Mirror Ghost:[/B] It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost. [B]Mirthless:[/B] Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual. [B]Mummer:[/B] Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds. [B]Mummer Template:[/B] A mummer who bites a humanoid corpse at the moment of death possesses that corpse. ‘Mummer’ is a template that can be added to any humanoid. [B]Nightswimmer Nightshade:[/B] ? [B]Octospine:[/B] The octospine is a hideous creature, believed to be the creation of a demon lord. [B]Plundering Dead:[/B] Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts. [B]Ragged Wraith:[/B] Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death. [B]Scuttling Skeleton:[/B] Scuttling skeletons are a variety of normal skeleton made using the create undead spell. ‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [B]Wintersinger:[/B] Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow. [B]Withering Cadaver:[/B] Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot. [B]Zombie Parched:[/B] Parched zombies arise from the remains those who die of thirst in the desert. [B]Ghost:[/B] The plundering dead who come to understand their true form become full-fledged spectres or ghosts. [B]Spectre:[/B] The plundering dead who come to understand their true form become full- fledged spectres or ghosts. [B]Wight:[/B] Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. [B]Wraith:[/B] Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. [B]Zombie:[/B] Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler] [URL='http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596']Monster Encylopaedia 2 Dark Bestiary:[/URL] [spoiler] [B]Abiku:[/B] Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death. [B]Ankou:[/B] ? [B]Death Hunter:[/B] Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land. ‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger. All death hunters were evil rangers once. [B]Sample Death Hunter:[/B] ? [B]Dragonskin:[/B] In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature. [B]Dread Familiar:[/B] Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters. ‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master. [B]Sample Dread Familiar:[/B] ? [B]Hollow Host:[/B] A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour. ‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid. A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct. CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP. [B]Sample Hollow Host:[/B] ? [B]Skullwearer:[/B] ? [B]Ululant:[/B] An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain. [B]Whispering Presence:[/B] ? [B]Wispwraith:[/B] ? [B]Wraith Wolf:[/B] A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals. [B]Ghost:[/B] If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. [B]Skeleton:[/B] As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler] [URL='http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596']Monster Geographica Forest:[/URL] [spoiler] [B]Autumnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation. [B]Bracken Corpse:[/B] Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations. During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death. On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer. [B]Pontianak:[/B] Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead. Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial. [B]Ghost of the Hunt:[/B] Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild. [B]Grisl:[/B] ? [B]Hollow Dead:[/B] These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt. [B]Langsuyar:[/B] Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them. [B]Uragh Dhu:[/B] Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual. [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil. The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction. [B]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow. A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds. [B]White-Haired Ghost:[/B] ? Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death. [B]Lostling:[/B] Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives. Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days. [B]Variant Lostling:[/B] Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. [B]Shenhab Cemetery Sentinel:[/B] Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard. [B]Arborgeist:[/B] These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists. [B]?:[/B] Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. [B]Ghast:[/B] A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. [B]Ghoul:[/B] An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. [B]Zombie:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler] [URL='http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596']Monster Geographica Hill and Mountain:[/URL] [spoiler][B]Bone Delver:[/B] Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks. [B]Cu Marbh:[/B] The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound. [B]Yasha:[/B] Yasha are undead vampire bats, whose hunger for blood is increased in unlife. [B]Cacogen:[/B] The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally. [B]Enfant Terrible: [/B]When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible. [B]Ghoul Wolf: [/B]? [B]Shadow Raven:[/B] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell. [B]Shadow Wolf:[/B] ? [B]Chill Slain: [/B]Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains. [B]Lifethief:[/B] Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world. [B]Dreadwraith: [/B]? [B]Demiurge:[/B] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [B]Rom:[/B] The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in. [B]Stone Slider Ghoul: [/B]? [/spoiler] [URL='http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596']Monster Geographica Marsh and Aquatic:[/URL] [spoiler] [B]Bog Slain:[/B] Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates. [B]Brine Zombie:[/B] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. [B]Mire Walkers:[/B] Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information. Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives. [B]Barrow Roach:[/B] ? [B]Gray Lady:[/B] Many a seaman that ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea. [B]Skinwraith:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Waterlost:[/B] Waterlost are the walking dead of the sea. [B]Well Haunt:[/B] Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death. [B]Filth Gator:[/B] ? [B]Floating Dead:[/B] Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue. Any humanoid slain by a floating dead’s dehydrating touch ability rises as a floating dead in 1d4 rounds. [B]Fog Strider:[/B] Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear. [B]Lake Hag:[/B] Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer. [B]Mummy of the Deep:[/B] Evil creatures buried at sea for their sins in life sometimes rise in death. [B]Bog-Spawn:[/B] The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it. [B]Fukuranbou:[/B] fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else. [B]Sinew Dragger:[/B] ? [B]Waterbaby:[/B] Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability. [B]Bog Mummy:[/B] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Vine of Decay:[/B] ? [B]Groaning Spirit:[/B] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [B]Lady-in-Waiting:[/B] ? [B]Sea Scorned:[/B] A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home. [B]Skull of the Deep:[/B] ? [B]Lost Sailors:[/B] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death. [B]Vampiric Ooze:[/B] ? [B]Ghoul:[/B] An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. [B]Zombie:[/B] Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler] [URL='http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596']Monster Geographica: Plain and Desert:[/URL] [spoiler] [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [B]Ghastiff: [/B]Ghastiffs may be created by any spell or effect that can create a ghoul. An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight. [B]Glacial Haunt:[/B] In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows. [B]Burning Ghat:[/B] The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker. [B]N'erfalter:[/B] N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity. [B]Sword Tree:[/B] Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. Every vohrahn contains the soul of a dead being who was at peace before its entrapment. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. [B]Gray Moaner:[/B] Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements. [B]Blightsower:[/B] They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower. [B]Cinderwrath:[/B] Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power. [B]Raging Spirit:[/B] Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes. [B]Tortured:[/B] Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot. [B]Cadavalier: [/B]Cadavaliers are created by necromancers to serve as cavalry in their undead armies. A spellcaster of 15th level or higher can create a cadavalier using a [I]create undead[/I] spell. [B]Walking Disease:[/B] Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later. [B]Ghoul:[/B] An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. [B]Ghast:[/B] An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]Bind Vohrahn[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: Up to four humanoid corpses Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power. This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week. This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles. Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp. [/spoiler] [URL='http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596']Monster Geographica Underground:[/URL][spoiler] [B]Chitinous Battlemounts:[/B] Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace. [B]Foul Spawner:[/B] ? [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead associated with mirrors. Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days. [B]Gremmin:[/B] Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise. [B]Skulleton:[/B] Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich. [B]Waking Dead:[/B] Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws. The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [B]Spitting Ghoul:[/B] ? [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives. [B]Bone Sovereign:[/B] Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature. [B]Crypt Thing:[/B][I] Create Crypt Thing [/I]spell [B]Dark Elf Spirit:[/B] ? [B]Fear Guard:[/B] Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards. Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [B]Ka Spirit:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled. [B]Undead Ooze:[/B] Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude. [B]Cinder Wight:[/B] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air. [B]Crorit:[/B] A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws. [B]Hellscorn:[/B] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers. [B]Vampire Spider:[/B] Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider. [B]Walking Disease:[/B] ? [B]Soulless Ones:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. [B]Ghoul: [/B]The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. As a full round action, an undead ooze can expel the skeletons in its body. [B]Zombie:[/B] Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. [I]Create Crypt Thing[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. +5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler] [URL='http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=952']MST3K Monster Project:[/URL][spoiler] [B]Projected:[/B] The first projected was a wizard who attempted to create a non-magical means of teleportation, or “projection”. The wizard’s experiment was only partially successful- he was teleported, but was killed and reanimated as a bizarre undead creature by the process. Driven mad by his transformation, the wizard killed several people before destroying his work and himself. Despite the loss of the original experiment, more projected are still being created by some unknown process. [B]Reconstructed:[/B] The reconstructed are horrible undead monsters created by the misapplications of science. In lands where clerics are rare and divine magic is a myth, people turn to science to heal wounds and cure disease. If an experiment in tissue replacement or the reanimation of the dead through electricity and drugs goes awry, the resulting creature is a thing no longer human and no longer fully alive. [B]Undead Head:[/B] Created either by mad science or the intervention of an evil deity, undead heads are intelligent, frightfully persuasive and deadly cunning. “Undead head” is an acquired template that can be added to any giant, humanoid or monstrous humanoid that can cast spells or use psionic powers. [B]Sample Undead Head, Human Wizard 5:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596']OCS Outcastia Campaign Sourcebook Book II Player's Guidebook:[/URL][spoiler] [B]Bone Mage:[/B] [I]Create Bone Mage[/I] spell. [B]Ghoul:[/B] [I]Power Word Undeath[/I] spell. [B]Wight:[/B] [I]Power Word Undeath[/I] spell. [B]Wraith:[/B] [I]Power Word Undeath[/I] spell. [B]Skeleton:[/B] [I]Skeletonize[/I] spell. [B]Zombie:[/B] [I]Zombify[/I] spell. Create Bone Mage Necromancy Level: Sor/Wiz 7 Components: V, S, M, F, XP Casting Time: 24 hours Range: Touch Target: One undead skeleton Duration: Instantaneous Saving Throw: None Spell Resistance: No You create an undead ally to aid you in casting spells and making items. You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence. The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class. Material Components: A piece of a brain from an intelligent creature. Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr. XP Component: You must pay 500 xp each time you cast this spell. Power Word, Undeath Necromancy [Death, Evil, Power] Level: Elc 9, UtM 9 Components: V Casting Time: 1 standard action Range: 30 feet Target: One living humanoid creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster has learned the Proper Word for re-animate. Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night. Table 8.04: Undead Hit Points Type of Undead Animated 25 or less Ghoul 26–50 Wight 51–75 Wraith Skeletonize Necromancy [Evil, Power] Level: Elc 4, UtM 5 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. Zombify Necromancy [Evil, Power] Level: Elc 5, UtM 6 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. [/spoiler] [URL='http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596']OCS Tome of Terrors:[/URL][spoiler] [B]Bone Dancer:[/B] Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries. Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance. [B]Dead Rattor:[/B] Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars. CONSTRUCTION The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed. Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours). [B]Digger Ghoul:[/B] CONSTRUCTION The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range. The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed. Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell. Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours). [B]Risen:[/B] They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl. [B]Shadow Spy:[/B] They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak. The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages). The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one. The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours. Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created; Time: 2 days (16 hours). [B]Shadow Warrior:[/B] Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers. It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts. [B]Spirit of the Night:[/B] When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures. [B]Spirit of the Slain:[/B] Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. [B]Power Wraith:[/B] Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith. [B]Sanctum Wraith:[/B] Sanctum wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. CONSTRUCTION The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work. Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours). [B]Death Elemental:[/B] Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge. “Death elemental” is an acquired template that can be added to any elemental. [B]Ice Shaman:[/B] Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat. “Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system. [B]Inga's Skeleton:[/B] An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats. “Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons. [B]Power Lich:[/B] A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle. “Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery. The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character. The Power Lich’s Crystal Obsidian Bell An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death. Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation. The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50. Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful. In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day. Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to. Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb. [B]Shadow Lich:[/B] A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff. “Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery. The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character. The Shadow Lich’s Shadow Box An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death. Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of shadow box is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows. Other forms of shadow boxes can exist, such as rings, amulets, or similar items. Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —. [B]Skeleton:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [B]Zombie:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [B]Ghoul:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later. [B]Ghast:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [B]Wight:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours Sacrificial Undead [Item Creation] You can create undead followers by means of sacrificial rituals. Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements. [/spoiler] [URL='http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596']Octavirate Presents Lethal Lexicon 2:[/URL] [spoiler] [B]Poultrygeist:[/B] When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren. Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control. [B]Rhythmic Dead:[/B] Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world. Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead. [B]Zombie:[/B] Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler] [URL='http://www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596']Predators of the Pit:[/URL][spoiler] [B]Zombie:[/B] Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis. Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler] [URL='http://www.drivethrurpg.com/product/50791/Psionics-Unbound?affiliate_id=17596']Psionics Unbound:[/URL][spoiler] [B]Soul-Riven Wanderer:[/B] Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature. The exact process that the Silence uses to create these creatures is not known. [B]Corporeal Undead:[/B] Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature. [B]Undead Psionic Creature:[/B] ? [B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler] [URL='http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596']Quintessential Drow:[/URL][spoiler] [B]Vampiric Spider:[/B] The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider. [I]Spawn Sanguine[/I] spell. Spawn Sanguine Necromancy [Death, Evil] Level: Clr 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft/2 levels) Target: One spider egg sac Duration: Instantaneous Save: None Spell Resistance: Yes By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve. A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity. [/spoiler] [URL='http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596']Ssethregore: In the Coils of the Serpent Empire:[/URL][spoiler] [B]Caimeth:[/B] Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death. [/spoiler] [URL='http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596']Shadows of a Dying World:[/URL] [spoiler] [B]Corphal Ghost:[/B] When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler] [URL='http://www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596']Soul Harvest:[/URL][spoiler] [B]Pariah:[/B] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL='http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596']Spiros Blaak:[/URL][spoiler] [B]Diswosnia Entrhaller:[/B] Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them. [B]Necrozen:[/B] Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding. Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward. “Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler] [URL='http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596']Strange Lands: Lost Tribes of the Scarred Lands:[/URL] [spoiler] [B]Fossil Ghoul:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. [B]Na'heem:[/B] The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis. The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers. “Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level. [B]Sample Naheem:[/B] ? [B]Voracious Fang Swarm:[/B] Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself. [B]Unholy Chorus:[/B] ? [B]Nether Dragon:[/B] Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon. Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light. “Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age. [B]Sample Nether Dragon:[/B] This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything. [B]Frost Maiden:[/B] Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden. [B]Rekirrac:[/B] ? [B]Winter Wraith:[/B] In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some. [B]Undead:[/B] Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. [B]Ghoul:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. [B]Ghast:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghast at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. [B]Ice Haunt:[/B] Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control. [/spoiler] [URL='https://www.drivethrurpg.com/product/2095/Template-Troves-Volume-II-Oozes--Aberrations?affiliate_id=17596']Template Troves II: Oozes and Aberrations:[/URL][spoiler] [B]Bloodseeker: [/B]How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin. “Bloodseeker” is an acquired template that can be added to any ooze. [B]Necromanctic Ooze:[/B] The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack. “Necromantic Ooze” is an acquired template that can be added to any ooze. [/spoiler] [URL='https://www.drivethrurpg.com/product/3211/Template-Troves-Volume-III-Diseases-Parasites--Symbiotes?affiliate_id=17596']Template Troves III: Diseases, Parasites, & Symbiotes:[/URL][spoiler] [B]Plague Zombie:[/B] The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living. In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures. “Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system. Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death. [B]Sample Plague Zombie Klein:[/B] ? [B]Sample Plague Zombie Ormand:[/B] ? [B]Pox Spirit:[/B] Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living. The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken. When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more. “Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid. Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection. Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones. [B]Sample Pox Spirit:[/B] ? [/spoiler] [URL='https://www.drivethrurpg.com/product/19191/Testament-Roleplaying-in-the-Biblical-Era?affiliate_id=17596']Testament: Roleplaying in the Biblical Era:[/URL][spoiler] [B]Rephaim:[/B] Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits. [B]Accursed Ka-Spirit:[/B] When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life. Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves. “Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler] [URL='https://www.drivethrurpg.com/product/2600/The-Dread-Codex?affiliate_id=17596']The Dread Codex:[/URL] [spoiler] [B]Akyanzi:[/B] Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only. Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area. [B]Barrow Wight:[/B] “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight. Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template. [B]Annis Hag Barrow Wight Manx:[/B] ? [B]Blighted One: [/B]Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one). [B]Bloodwraith:[/B] The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual. [B]Bog Slain:[/B] The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home. [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics. A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver. [B]Canine Skulker:[/B] The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers. An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [B]Dark Voyeur: [/B]A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days. [B]Deadwood Tree:[/B] It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains. [B]Death Crab Swarm: [/B]When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates. [B]Death Roach:[/B] As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach. There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability. [B]Death Squid:[/B] Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact. In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics. [B]Dread Sphere:[/B] In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time. [B]Dreadwraith:[/B] The spirits of soldiers who flee from their post in fear return after death as dreadwraiths. [B]Fear Guard: [/B]Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned. [B]Filth Croc:[/B] Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation. [B]Fire Phantom:[/B] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [B]Chill Phantom:[/B] Chill Phantom originate from an icy region on the Elemental Plane of Water. [B]Flame Servant:[/B] Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task. The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant. A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells. [B]Chill Servant:[/B] Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task. The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant. A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. [B]Flying Abomination:[/B] These monsters are created by the spell of the same name. A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places. [B]Fog Spirit:[/B] Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit. [B]Frozen Horror:[/B] The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror. [B]Ghostly Slasher:[/B] Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work. As many as a dozen former murderers inhabit a ghostly slasher. [B]Ghoul Template:[/B] “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul. An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight. [B]Ogre Ghoul:[/B] This ogre succumbed to a ravenous pack of ghouls many years ago. [B]Ghast Prestige Class:[/B] Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter. [B]Ichor Ghoul:[/B] Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness. [B]Primal Ghoul:[/B] Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul. [B]Grave Risen:[/B] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [B]Gray Death:[/B] Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area. When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell. The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits. The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber. [B]Jikini:[/B] Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels. Perhaps the jikini are the result of one tribe of humanoids being cursed into this form. [B]Lector:[/B] It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself. [B]Murder Born:[/B] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [B]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well. A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds. [B]Necroling:[/B] The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams. Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check). Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body. Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude. [B]Necrotic Entrailer:[/B] The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it. [B]Orc Death Lord:[/B] Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs. [B]Orphan of the Night:[/B] Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night. [B]Orphan of the Light:[/B] Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [B]Quick-Shard Cavalier:[/B] The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead. The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs. [B]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery. [B]Rom:[/B] The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths. Well, perhaps the Rom were cursed to exist in this form before their natural deaths. [B]Persistent Soldier:[/B] Whether or not their respective units were victorious, persistent soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died. [B]Sacred Guardian:[/B] The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers. Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there. [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones). Shock troops of a deity of fear and/or darkness. After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned. In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage. [B]Soulless One:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one. [B]Spellgorged Zombie:[/B] Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian. [B]Spirit of Hate:[/B] Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate. In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight. The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths. [B]Tavern Prowler:[/B] All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers. A spirit returns to the same tavern it frequented one month to the day after its death. For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home. [B]Terkow:[/B] “Terkow” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD. [B]Sample Terkow:[/B] This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last. [B]Thanatos:[/B] Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction. The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones. [B]Tortured:[/B] Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself. [B]Undead Lord:[/B] For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind. “Undead Lord” is an inherited template that can be applied to any undead creature. It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one. [B]Cadaver Lord:[/B] ? [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [B]Webbed Sentinel:[/B] Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence. These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights. [B]True Zombi:[/B] A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder. “True Zombi” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours. [B]Sample True Zombi:[/B] An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it. [B]Ghoul:[/B] An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. [I]Change Zombie[/I] spell. [B]Ghast:[/B] An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. [B]Shadow:[/B] Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] If a victim dies while engulfed by a bone slime, it becomes a skeleton. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. [I]My Life for Yours[/I] spell. [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] Living creatures killed by a deadwood tree rise in 16 rounds as zombies. Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]My Life for Yours[/I] spell. [I]Flying Abominations[/I] Necromancy [Evil] Level: Clr 5, Evil 5, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: 10 ft. Target: One or more body parts within range Duration: Instantaneous Saving Throw: None Spell Resistance: No With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell. You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting. The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained. Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally. Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting. [I]Change Zombie[/I] Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One zombie touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp. [I]My Life For Yours[/I] Necromancy [Evil] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.) If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails. Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler] [URL='http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596']The Echoes of Heaven Bestiary:[/URL] [spoiler] [B]Elemental Wraith:[/B] Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days. [B]Earth Wraith:[/B] Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith. [B]Fire Wraith:[/B] Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith. [B]Ice Wraith:[/B] Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith. [B]Light Wraith:[/B] Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith. [B]Void Wraith:[/B] No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith. [B]Water Wraith:[/B] A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith. [B]Wind Wraith:[/B] A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler] [URL='http://www.drivethrurpg.com/product/20347/The-Players-Guide-to-Arcanis?affiliate_id=17596']The Player's Guide to Arcanis:[/URL][spoiler] [B]Undead Animal:[/B] ? [I]Skeletal Companion[/I] spell. [B]Spirit Warrior:[/B] ? [B]Undead Template:[/B] “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system. Val'Mordane 4th level Bloodline Neroth's Final Blessing power. [B]Undead:[/B] Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. Deathbringer's Life Beyond Life power. Order of the Still Heart's Death and Rebirth power. [B]Ghost:[/B] [I]Hold the Spirit[/I] spell. [B]Skeleton:[/B] [I]Mark of Thralldom[/I] spell. [B]Zombie:[/B] [I]Mark of Thralldom[/I] spell. Hold the Spirit Necromancy Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature that died within the last 24 hours Duration: 1 day/level Saving Throw: Will negates (harmless) Spell Resistance: No Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis. However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain. Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination. Mark of Thralldom Necromancy (Creation) Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One living creature Duration: One year and one day Saving Throw: Will negates Spell Resistance: Yes By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.” Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away. Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell. Material Component: A red dye worth 100 gold pieces that is smeared on the subject. Skeletal Companion Necromancy Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One corpse or skeleton Duration: Instantaneous Saving Throw: None Spell Resistance: No With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion. This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III. This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way. Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth. Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type). Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants. Neroth’s Final Blessing (Ex) The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.[/spoiler] [URL='http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596']Tome of Horrors Revised:[/URL] [spoiler][B]Apparitions:[/B] Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. Any humanoid slain by an apparition becomes an apparition in 1d4 hours. [B]Barrow Wight:[/B] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [B]Bloody Bones: [/B]Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. [B]Bog Mummy:[/B] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [B]Crypt Thing:[/B] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. Create Crypt Thing Spell [B]Darnoc:[/B] The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. [B]Demiurge:[/B] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [B]Orcus:[/B] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [B]Draug:[/B] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Ghoul-Stirge:[/B] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers. [B]Groaning Spirit:[/B] The groaning spirit is the malevolent spirit of a female elf [B]Haunt:[/B] The haunt is the spirit of a person who died before completing some vital task. [B]Huecuva:[/B] Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead. [B]Mummy of the Deep:[/B] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [B]Undead Ooze:[/B] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. As a full-round action, an undead ooze can expel 1d6 skeletons from its mass. [B]Vampiric Ooze:[/B] The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. [B]Poltergeist:[/B] Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures. [B]Shadow Rat Common:[/B] ? [B]Shadow Rat Dire:[/B] ? [B]Lesser Shadow:[/B] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. [B]Skulleton:[/B] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. To create a skulleton, the creator must be at least 9th level. The following ingredients are required. — The skull of a humanoid or monstrous humanoid. — A few bones from a humanoid or monstrous humanoid. — A small quantity (at least 1 pint) of earth (dirt). Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.” [B]Ghoul Wolf:[/B] ? [B]Dire Ghoul Wolf:[/B] ? [B]Shadow Wolf:[/B] ? [B]Brine Zombie: [/B]Brine zombies are the remnants of a ship’s crew that has perished at sea. The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Bleeding Horror:[/B] Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade. “Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood. Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes [B]Bleeding Horror Minotaur:[/B] ? [B]Skeleton Warrior:[/B] The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. “Skeleton Warrior” is an acquired template that can be added to any humanoid creature. [B]Skeleton Warrior Sample:[/B] ? [B]Spectral Troll:[/B] “Spectral troll” is an inherited template that can be added to any troll. Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. [B]Spectral Troll Sample:[/B] ? [B]Juju Zombie:[/B] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie. “Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid. [B]Juju Zombie Sample:[/B] ? [B]Undead Type:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Lacedons:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Skeletons:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Spectre:[/B] Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. [B]Zombie:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler] [URL='https://www.drivethrurpg.com/product/629/Tome-Of-Horrors-II?affiliate_id=17596']Tome of Horrors II:[/URL][spoiler] [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. [B]Crucifixion Spirit:[/B] Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [B]Fear Guard:[/B] Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. [B]Fire Phantom:[/B] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [B]Grave Risen:[/B] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [B]Hanged Man:[/B] A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture. [B]Murder Born:[/B] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [B]Phantasm:[/B] While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [B]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery. [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus). [B]Corpsespun Creature:[/B] Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders. “Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner. Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns. [B]Corpsespun Fighter:[/B] ? [B]Corpsepun Minotaur:[/B] ? [B]Spellgorged Zombie:[/B] Created with the use of a [I]create greater undead [/I]spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] ? [B]Undead Lord:[/B] “Undead Lord” is an inherited template that can be applied to any undead creature. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Cadaver Lord:[/B] ? [B]Zombie:[/B] Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler] [URL='https://www.drivethrurpg.com/product/3461/Tome-of-Horrors-III?affiliate_id=17596']Tome of Horrors III:[/URL][spoiler] [B]Blood Wight:[/B] When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. [B]Bogeyman:[/B] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories. [B]Brykolakas:[/B] Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls. [B]Demilich:[/B] When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [B]Fetch:[/B] When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living. [B]Fye:[/B] When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye. [B]Ghoul, Dust:[/B] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. [B]Lantern Goat:[/B] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself. Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. [B]Lich Shade:[/B] During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade. Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife. [B]Mortuary Cyclone:[/B] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [B]Murder Crow:[/B] These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow. [B]Phasma:[/B] A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. [B]Rawbones:[/B] A rawbones is an undead creature that comes into being when a tortured person rises from the grave. [B]Soul Reaper:[/B] Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. [B]Swarm Shadow Rat:[/B] ? [B]Shadow Rat Common:[/B] ? [B]Swarm Raven Undead:[/B] ? If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm. [B]Paleoskeleton Creature:[/B] Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature. “Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal. [B]Paleoskeleton Triceratops:[/B] ? [B]Undead:[/B] Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. [B]Lacedon:[/B] A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been.[/spoiler] [URL='https://www.drivethrurpg.com/product/63106/Ultimate-Toolbox?affiliate_id=17596']Ultimate Toolbox:[/URL][spoiler] [B]Undead Skeleton:[/B] ? [B]Undead Fish:[/B] ? [B]Undead Crew:[/B] ? [B]Undead Pirate:[/B] ? [B]Undead Bound Spirit Adnan, Sailor:[/B] Haunts inn where he was killed. [B]Undead Bound Spirit Armigar, Tinker:[/B] Trapped inisde a golem. [B]Undead Bound Spirit Belfius, Wizard:[/B] Trapped inside his own rings. [B]Undead Bound Spirit Byrent, Saint:[/B] Watches over his church. [B]Undead Bound Spirit Delleria, Pirate:[/B] Bound to the ship she died on. [B]Undead Bound Spirit Eniggi, Wizard:[/B] Cursed to fix a broken spyglass. [B]Undead Bound Spirit Forredain, Centaur:[/B] Protects sacred falls. [B]Undead Bound Spirit Gerae, Pixie:[/B] Bound to the sword that killed it. [B]Undead Bound Spirit Jorien, Druid:[/B] Guards grove of rare trees. [B]Undead Bound Spirit Khanor, Lich:[/B] Trapped inside his own soul jar. [B]Undead Bound Spirit Lutior, Elf Illusionist:[/B] Believes he is still alive. [B]Undead Bound Spirit Majeleron, Cardinal:[/B] Sworn to serve forever. [B]Undead Bound Spirit Mazrath, Jannisary:[/B] Guards family as a spirit. [B]Undead Bound Spirit Ordent, Wizard:[/B] Bound to magical figurine. [B]Undead Bound Spirit Ox, Nomad:[/B] Wanders the wastes, searching… [B]Undead Bound Spirit Razathon, Gravekeeper:[/B] Roams his cemetery. [B]Undead Bound Spirit Saratine, Angel:[/B] Bound to a great holy sword. [B]Undead Bound Spirit Sevron the Tyrant:[/B] Bound to a crumbling keep. [B]Undead Bound Spirit Thronn, Dwarf General:[/B] Moored to a runestone. [B]Undead Bound Spirit Thaddeum, Senator:[/B] Cursed to never be free. [B]Apparition:[/B] The victims of a ghastly massacre. [B]Created:[/B] ? [B]Grudge Spirit:[/B] ? [B]Haunt:[/B] The victims of a ghastly massacre. [B]Poltergeist:[/B] ? [B]Revenant:[/B] ? [B]Soulforged:[/B] ? [B]Spirit:[/B] ? [B]Abarenth, Revenant:[/B] Haunts his brother who killed him for an inheritance. [B]Alteniat, Revenant:[/B] Wealthy merchant killed by debtor to cancel debt. [B]Anio, Revenant:[/B] Young groom killed accidentally, kills any man close to bride. [B]Artenios, Revenant:[/B] Framed by family and seeks their downfall. [B]Doniar, Revenant:[/B] Guild lied by omission and caused his untimely death. [B]Ellema, Revenant:[/B] Brother was cursed and killed her; he won’t let her pass on. [B]Fromion, Revenant:[/B] Overcome by priests and hates their religion and followers. [B]Jorathan, Revenant:[/B] Murdered by wife’s lover, seeks both still. [B]Lotemvar, Revenant:[/B] Locked in an oubliette and left to starve to death. [B]Manarette, Revenant:[/B] Seeks the man who let her drown. [B]Marwond, Revenant:[/B] Accidently killed by adventurers, hunts them now. [B]Onlortus,Revenant:[/B] Betrayed by fellow adventurers for his treasure. [B]Prisema, Revenant:[/B] Lost her love to a black widow noble, wants to stop her. [B]Salivar, Revenant:[/B] Bard killed so another could claim his creativity. [B]Saranar, Revenant:[/B] Spies on bandit that killed him, needs hero to help. [B]Schemastria, Revenant:[/B] Husband killed her to marry another, hates all men. [B]Sparial, Revenant:[/B] Sadistic serial killer victim tries to warn future victims. [B]Tremestar, Revenant:[/B] Killed so another could claim his identity. [B]Trinella, Revenant:[/B] Burned to death, seeks to purge fire from the world. [B]Turestos, Revenant:[/B] Died in prison and haunts all involved in his sentence. [B]Arbor Wood:[/B] ? [B]Butcher’s Mire:[/B] A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest. [B]Chessup Barn:[/B] Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences. [B]Crazy Quinn’s:[/B] This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head. [B]Dark Grove:[/B] This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release. [B]Darken Fields:[/B] ? [B]Esfir’s Mark:[/B] A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated. [B]Frostfire’s Rest:[/B] A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles… [B]Ghoston:[/B] All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure. [B]Graven’s Wood:[/B] A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now. [B]Kevril’s Library:[/B] ? [B]Liberator’s Rest:[/B] The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace. [B]Lover’s Leap:[/B] Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured. [B]Nightmare Run:[/B] This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road. [B]Old Well:[/B] The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge. [B]Rosewood:[/B] Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors. [B]Sephra’s Gem:[/B] ? [B]Slaver’s Ride:[/B] Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area. [B]Trenk’s Rule:[/B] An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory. [B]Wayfarer's Rest:[/B] ? [B]Wraith Lord:[/B] ? [B]Shadow Soldier:[/B] ? [B]Undead Vermin:[/B] ? [B]Mummy Priest:[/B] ? [B]Plague Gaunt:[/B] ? [B]Damned and Evil Fey Spirit:[/B] ? [B]Elven Ghast:[/B] ? [B]Gaunt:[/B] ? [B]Vampire Sorcerer-King:[/B] ? [B]Souls of the Damned:[/B] Submerged reliquary where the souls of the damned have broken free and hunt the living. [B]Undying Soul of Tormented and Vile Crewman:[/B] Sunken ship filled with the undying souls of tormented and vile crewmen. [B]Lich Lord:[/B] ? [B]Undead Zealot:[/B] Venerable throne room littered with undead zealots, still serving their unclean gods. [B]Songbolt Muse:[/B] Manifested from song. [B]Ghostly Undead Spirit:[/B] Bound by magic. [B]Lord of Kaloria:[/B] ? [B]Krazul, Liche King:[/B] ? [B]Undead Immune to Fire:[/B] Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage. [B]Undead:[/B] All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. Betrayed by someone loyal. Bitten by a vampire. Buried in desecrated grave. Completed complex ritual to become undead. Cursed. Dead body was never found. Died in honor-bound service to a king. Died under intense circumstances. Drained by a mummy or wraith. Drowned. Hell doesn't want you. Left behind something of value. Magic. Murdered in particular violent fashion. Oath to serve forever. Returned to protect wards left behind. Ritual sacrifice or murder. Terrified (to dead) by a ghost. Unavenged death. Unfinished task or unfulfilled oath. [B]Ghost:[/B] The victims of a ghastly massacre. [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Lich:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] The victims of a ghastly massacre. [B]Vampire:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/51572/Vikings--Midgard?affiliate_id=17596']Vikings - Midgard:[/URL][spoiler] [B]Gunnar Gunnarson, undead Fighter 6/Northern Navigator 8:[/B] According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword. [B]Undead:[/B] ? [B]Ghost:[/B] ? [B]Wraith:[/B] ? [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] ? [B]Mohrg:[/B] ? [B]Zombie:[/B] ? [B]Shadow:[/B] ? [B]Allip:[/B] ? [B]Ghast:[/B] ? [B]Bodak:[/B] ? [B]Vampire Spawn:[/B] ? [B]Mummy:[/B] ? [B]Vampire:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/55629/Warlords-of-the-Accordlands-Monsters-and-Lairs?affiliate_id=17596']Warlords of the Accordlands Monsters and Lairs:[/URL] [spoiler] [B]Gravel Spawn:[/B] Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles. [B]Gaunt Crypt:[/B] A Crypt gaunt is created through ritual. [B]Gaunt Swamp:[/B] Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation. [B]Ghost Bog:[/B] Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death. [B]Hag Undead:[/B] Certain powerful hags have used their potions to give themselves the immortality of the undead. [B]Nekrast:[/B] Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified. [B]Skeleton:[/B] ? [B]Unclean Spirit:[/B] Unclean spirits are the undead remnants of dead elves, fueled by intense hatred. [B]Woundwraith:[/B] Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness. [B]Zombie:[/B] ? [B]Purgatoire:[/B] Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires. "Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature. [B]Severed:[/B] The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath. To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith). "Severed" is a template that can be added to any elven or half-elven creature.[/spoiler] [URL='https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596']Wildwood[/URL]:[spoiler] [B]Arboreal Defender:[/B] Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives. Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler] [URL='https://www.drivethrurpg.com/product/55632/Worlds-Largest-City?affiliate_id=17596']World's Largest City:[/URL][spoiler] [B]Skeletal Undead:[/B] ? [B]Sir Milton Derek, Vampire Paladin 20:[/B] ? [B]Cyric, Mohrg:[/B] In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation. [B]Sir Reinholt Snowheart, Ghost Aristocrat 12:[/B] Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since. [B]Undead Whale:[/B] ? [B]Lord Admiral Kordanus:[/B] They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. [B]Undead:[/B] An evil cleric raises some or all of the cemetery's residents as undead. The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. [B]Wight:[/B] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. [B]Ghost:[/B] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. [B]Lich:[/B] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. [B]Vampire Spawn:[/B] Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. [B]Mohrg:[/B] ?[/spoiler] [/spoiler] [/QUOTE]
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