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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945142" data-attributes="member: 2209"><p><strong>d20 Modern</strong></p><p></p><p>d20 Modern[spoiler]</p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">d20 Modern SRD</a>[spoiler]</p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces. </p><p>An undead is a once-living creature animated by spiritual or supernatural forces. (d20 Modern)</p><p>Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. (d20 Dark Matter)</p><p>The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. (13 Occult Templates)</p><p>If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)</p><p>If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)</p><p>Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs)</p><p><strong>Mummy:</strong> ?</p><p>Mummies are preserved corpses animated through rituals best forgotten. (d20 Modern)</p><p>These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. (d20 Dark Matter)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p>Create Undead incantation. (Urban Arcana SRD)</p><p>Animate Dead incantation seed. (Urban Arcana SRD) </p><p>Create Undead incantation. (d20 Urban Arcana)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Mummy Dedicated Hero 3:</strong> ?</p><p><strong>Skeleton:</strong> “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.</p><p>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>Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (d20 Modern)</p><p>“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. (d20 Modern)</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). (d20 Modern)</p><p>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. (Gaslight Victorian Fantasy 1e)</p><p>A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. (Imperial Age Grimoire)</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell. (d20 Modern)</p><p><em>Animate Dead</em> spell. (Gaslight Victorian Fantasy 1e)</p><p><em>Animate Dead</em> spell. (Imperial Age Grimoire)</p><p>Animate Dead incantation seed. (Urban Arcana SRD)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p>Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.</p><p>“Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. (d20 Modern)</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. (d20 Modern)</p><p>New vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. (Gaslight Victorian Fantasy 1e)</p><p>Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p>Create Undead incantation. (Urban Arcana SRD)</p><p>Animate Dead incantation seed. (Urban Arcana SRD)</p><p>Create Undead incantation. (d20 Urban Arcana)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Vampire Human Fast Hero 2/Charismatic Hero 3:</strong> ?</p><p><strong>Zombie:</strong> “Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.</p><p>Zombies are corpses animated by some sinister power or magic. (d20 Modern)</p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead. (d20 Modern)</p><p>A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (d20 Modern)</p><p>Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. (d20 Urban Arcana)</p><p>Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it. (d20 Urban Arcana)</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them. (d20 Urban Arcana)</p><p>A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. (Blood and Brains: The Zombie Hunters Guide)</p><p>Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. (Blood and Brains: The Zombie Hunters Guide)</p><p>If the subject dies of zombie fever, it rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. (Blood and Brains: The Zombie Hunters Guide)</p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. </p><p>An ancient curse causes all those on a particular spot of ground to turn into zombies. (Blood and Brains: The Zombie Hunters Guide)</p><p>For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. </p><p>The zombie comes back because he’s really in love with somebody still alive. (Blood and Brains: The Zombie Hunters Guide)</p><p>A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. (Blood and Brains: The Zombie Hunters Guide)</p><p>An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. (Blood and Brains: The Zombie Hunters Guide)</p><p>A strange parasite reanimates corpses as vehicles to find and infect more hosts. (Blood and Brains: The Zombie Hunters Guide)</p><p>Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. (Blood and Brains: The Zombie Hunters Guide)</p><p>Through mental willpower alone, the dead are dragged back into life. (Blood and Brains: The Zombie Hunters Guide)</p><p>The zombie in question gets really mad and comes back to avenge its killer(s). (Blood and Brains: The Zombie Hunters Guide)</p><p>Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. (Blood and Brains: The Zombie Hunters Guide)</p><p>Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Too much TV and videogames turns kids into zombies. No really. (Blood and Brains: The Zombie Hunters Guide)</p><p>A malicious bokor reanimates the dead for his own purposes. (Blood and Brains: The Zombie Hunters Guide)</p><p>Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)</p><p>Zombie Fever disease. (Blood and Brains: The Zombie Hunters Guide)</p><p>A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (Gaslight Victorian Fantasy 1e)</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. (Imperial Age Grimoire)</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell. (d20 Modern)</p><p><em>Animate Dead</em> spell. (Gaslight Victorian Fantasy 1e)</p><p><em>Animate Dead</em> spell. (Imperial Age Grimoire)</p><p>Animate Dead incantation seed. (Urban Arcana SRD)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p>Dagger of Eternal Rest artifact. (Urban Arcana SRD)</p><p>Dagger of Eternal Rest artifact. (d20 Urban Arcana)</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.</p><p>The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead.[/spoiler]</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">Urban Arcana SRD</a>[spoiler]</p><p><strong>Ash Wraith:</strong> Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds.</p><p>Vengeful undead whose bodies were cremated against their wishes, ash wraiths despise the living and seek to immolate those who wronged them. (d20 Urban Arcana)</p><p>Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. (d20 Urban Arcana)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p>Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p>Create Undead incantation. (d20 Urban Arcana)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Spirit:</strong> ?</p><p>These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons. (d20 Dark Matter)</p><p>Spirits are incorporeal undead creatures, the essences of once-living beings prevented from achieving a greater reward, heavenly justice, or blissful oblivion because of some unfinished business, magical effect, or their own cussedness. Spirits are usually confined to a particular location following their deaths. (d20 Urban Arcana)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p>Create Undead incantation.</p><p>Create Undead incantation. (d20 Urban Arcana)</p><p><strong>Animating Spirit Poltergeist:</strong> Animate Dead incantation seed.</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Frightful Spirit Apparition:</strong> ?</p><p>A murder victim has been stuffed into the building’s incinerator and has come back as a frightful spirit. (d20 Urban Arcana)</p><p>Animate Dead incantation seed.</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Groaning Spirit Banshee:</strong> Animate Dead incantation seed.</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Possessing Spirit Haunt:</strong> Animate Dead incantation seed.</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Weakening Spirit Fetch:</strong> A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later.</p><p>A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later. (d20 Urban Arcana)</p><p>Animate Dead incantation seed.</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Skeletal Rat Swarm:</strong> ?</p><p><strong>Zombie Liquefied:</strong> “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead.</p><p>The product of necromantic experiments performed on corpses in an advanced state of decay, the liquefied zombie is a revolting mass of decaying flesh. (d20 Urban Arcana)</p><p>Liquefied zombies differ from the zombies described in the d20 Modern Roleplaying Game because they’ve decayed further prior to rising from the dead. Their muscles and internal organs have decomposed into foul-smelling liquid with the consistency of pudding. (d20 Urban Arcana)</p><p>“Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. (d20 Urban Arcana)</p><p>The Heirs of Kyuss (see Chapter Six: Organizations) have been stealing corpses from a local cemetery and bringing them to a sewer cesspool where prolonged immersion in a magical effluvium transforms the cadavers into liquefied zombies under their control. (d20 Urban Arcana)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p>Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p>Create Undead incantation. (d20 Urban Arcana)</p><p>Animate Dead incantation seed. (d20 Urban Arcana)</p><p><strong>Human Liquefied Zombie:</strong> ?</p><p><strong>Otyugh Liquefied Zombie:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Mummy:</strong> Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Skeleton:</strong> Animate Dead incantation seed.</p><p><strong>Vampire:</strong> Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Zombie:</strong> Animate Dead incantation seed.</p><p>Dagger of Eternal Rest artifact.</p><p></p><p></p><p>Create Undead</p><p>Necromancy [Evil]</p><p>Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.</p><p>You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.</p><p>This incantation must be cast at night.</p><p>Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.</p><p>Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell.</p><p>Experience Point Cost: 100 XP.</p><p>Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.</p><p></p><p>Seed: Animate Dead</p><p>Necromancy</p><p>Knowledge (arcane lore) DC: 34; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands.</p><p>The animate dead seed (which is more potent than the animate dead spell) allows you create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1. The undead you create remain under your control indefinitely.</p><p>You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit.</p><p>For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead.</p><p>Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison.</p><p></p><p>Undead</p><p>Knowledge (arcane lore) DC Modifier</p><p>Medium or smaller skeleton</p><p>–12</p><p>Medium or smaller zombie</p><p>–12</p><p>Animating spirit</p><p>–10</p><p>Frightful spirit</p><p>–8</p><p>Large skeleton</p><p>–8</p><p>Large zombie</p><p>–6</p><p>Groaning spirit</p><p>–6</p><p>Small or smaller liquefied zombie</p><p>–4</p><p>Medium liquefied zombie</p><p>–2</p><p>Weakening spirit</p><p>+0</p><p>Mummy</p><p>+0</p><p>Large liquefied zombie</p><p>+0</p><p>Possessing spirit</p><p>+2</p><p>Huge skeleton</p><p>+2</p><p>Huge liquefied zombie</p><p>+2</p><p>Ash wraith</p><p>+4</p><p>Huge zombie</p><p>+4</p><p>Gargantuan or Colossal skeleton</p><p>+6</p><p>Gargantuan or Colossal zombie</p><p>+8</p><p>Gargantuan liquefied zombie</p><p>+8</p><p>Colossal liquefied zombie</p><p>+10</p><p>Vampire</p><p>Hit Dice +4</p><p></p><p>Dagger of Eternal Unrest</p><p>The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment.</p><p>Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty.</p><p>Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb.</p><p>[/spoiler]</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">Menace Manual SRD</a>[spoiler]</p><p><strong>Bodak:</strong> ?</p><p><strong>Bodak Advanced:</strong> ?</p><p><strong>Charred One:</strong> ?</p><p><strong>Charred One Advanced:</strong> ?</p><p><strong>Doom Hag:</strong> ?</p><p><strong>Ghoul:</strong> “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.</p><p>Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. (d20 Dark Matter)</p><p>If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)</p><p>If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)</p><p>Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. (Modern Maladies)</p><p>“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. (Modern Maladies)</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. (Modern Maladies)</p><p>Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs)</p><p><strong>Ghoul Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Revenant:</strong> “Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6.</p><p>Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. (d20 Dark Matter)</p><p>The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. (d20 Dark Matter)</p><p><strong>Revenant Police Officer Human Strong Ordinary 1/Dedicated Ordinary 1:</strong> ?</p><p><strong>Skin Feaster:</strong> ?</p><p><strong>Skin Feaster Advanced:</strong> ?</p><p><strong>Whisperer in the Dark:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28720/d20-Modern-Core-Rulebook-d20M?affiliate_id=17596" target="_blank">D20 Modern</a>[spoiler]</p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through rituals best forgotten.</p><p><strong>Mummy Dedicated Hero 3:</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 living corporeal creature that has a skeletal structure.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed).</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.</p><p><strong>Vampire Human Fast Hero 2/Charismatic Hero 3:</strong> ?</p><p><strong>Zombie:</strong> Zombies are corpses animated by some sinister power or magic.</p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; 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. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead 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 can’t create more HD of undead than twice your caster level with a single casting of animate dead.</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 an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Skeleton: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombie: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/161906/d20-Dark-Matter-d20M?affiliate_id=17596" target="_blank">d20 Dark Matter</a>[spoiler]</p><p><strong>Undead:</strong> Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases.</p><p><strong>Ghoul:</strong> Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses.</p><p><strong>Mummy:</strong> These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago.</p><p><strong>Revenant:</strong> Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive.</p><p>The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election.</p><p><strong>Spirit:</strong> These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/29548/Urban-Arcana-d20M?affiliate_id=17596" target="_blank">d20 Urban Arcana</a>[spoiler]</p><p><strong>Ash Wraith:</strong> Vengeful undead whose bodies were cremated against their wishes, ash wraiths despise the living and seek to immolate those who wronged them.</p><p>Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds.</p><p>Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Spirit:</strong> Spirits are incorporeal undead creatures, the essences of once-living beings prevented from achieving a greater reward, heavenly justice, or blissful oblivion because of some unfinished business, magical effect, or their own cussedness. Spirits are usually confined to a particular location following their deaths.</p><p>Create Undead incantation.</p><p><strong>Animating Spirit, Poltergeist:</strong> Animate Dead incantation seed.</p><p><strong>Frightful Spirit, Apparition:</strong> Animate Dead incantation seed.</p><p>A murder victim has been stuffed into the building’s incinerator and has come back as a frightful spirit.</p><p><strong>Groaning Spirit, Banshee:</strong> Animate Dead incantation seed.</p><p><strong>Possessing Spirit, Haunt:</strong> Animate Dead incantation seed.</p><p><strong>Weakening Spirit, Fetch:</strong> A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later.</p><p>Animate Dead incantation seed.</p><p><strong>Skeletal Rat Swarm:</strong> ?</p><p><strong>Liquefied Zombie:</strong> The product of necromantic experiments performed on corpses in an advanced state of decay, the liquefied zombie is a revolting mass of decaying flesh.</p><p>Liquefied zombies differ from the zombies described in the d20 Modern Roleplaying Game because they’ve decayed further prior to rising from the dead. Their muscles and internal organs have decomposed into foul-smelling liquid with the consistency of pudding.</p><p>“Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse.</p><p>The Heirs of Kyuss (see Chapter Six: Organizations) have been stealing corpses from a local cemetery and bringing them to a sewer cesspool where prolonged immersion in a magical effluvium transforms the cadavers into liquefied zombies under their control.</p><p>Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Human Liquefied Zombie:</strong> ?</p><p><strong>Otyugh Liquefied Zombie:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vualek, Vampire:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> The Heirs of Kyuss have made what they call “great leaps in zombie technology.” They have created a more powerful monster that they call a spawn of Kyuss, which looks like an ordinary zombie with writhing green worms crawling in and out of its skull orifices.</p><p>Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.</p><p>Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it.</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them.</p><p><strong>Drow Vampire:</strong> ?</p><p><strong>Jack, Animating Spirit:</strong> A maintenance engineer has recently died in the bowels of the building that he worked at for the past thirty years. Jack continues to haunt the area as an animating spirit.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Mummy:</strong> Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Skeleton:</strong> Animate Dead incantation seed.</p><p><strong>Vampire:</strong> Create Undead incantation.</p><p>Animate Dead incantation seed.</p><p><strong>Zombie:</strong> Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.</p><p>Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it.</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them.</p><p>Animate Dead incantation seed.</p><p>Dagger of Eternal Rest artifact.</p><p></p><p>Create Undead</p><p>Necromancy [Evil]</p><p>Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.</p><p>You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.</p><p>This incantation must be cast at night.</p><p>Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.</p><p>Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell.</p><p>Experience Point Cost: 100 XP.</p><p>Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.</p><p></p><p>Seed: Animate Dead</p><p>Necromancy</p><p>Knowledge (arcane lore) DC: 34; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed (which is more potent than the animate dead spell presented in the d20 Modern Roleplaying Game) allows you to create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1.</p><p>The undead you create remain under your control indefinitely. You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit.</p><p>For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead.</p><p>Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison.</p><p>Undead Knowledge (arcane lore) DC Modifier</p><p>Medium or smaller skeleton –12</p><p>Medium or smaller zombie –12</p><p>Animating spirit –10</p><p>Frightful spirit –8</p><p>Large skeleton –8</p><p>Large zombie –6</p><p>Groaning spirit –6</p><p>Small or smaller liquefied zombie –4</p><p>Medium liquefied zombie –2</p><p>Weakening spirit +0</p><p>Mummy +0</p><p>Large liquefied zombie +0</p><p>Possessing spirit +2</p><p>Huge skeleton +2</p><p>Huge liquefied zombie +2</p><p>Ash wraith +4</p><p>Huge zombie +4</p><p>Gargantuan or Colossal skeleton +6</p><p>Gargantuan or Colossal zombie +8</p><p>Gargantuan liquefied zombie +8</p><p>Colossal liquefied zombie +10</p><p>Vampire Hit Dice + 4</p><p></p><p>Dagger of Eternal Unrest</p><p>The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment.</p><p>Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie (see Chapter Eight: Friends and Foes of the d20 Modern Roleplaying Game) under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty.</p><p>Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/665/Gamma-World-Game-Masters-Guide-GW-6e?affiliate_id=17596" target="_blank">Gamma World Game Master's Guide (GW6e)</a>[spoiler]</p><p><strong>Vampire:</strong> But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them.</p><p><strong>Emperor's Tower:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596" target="_blank">Machines and Mutants (GW 6e)</a>[spoiler]</p><p><strong>Necrophage:</strong> Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house.</p><p>The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage.</p><p>Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later.</p><p>The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.[/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 Dog-Demon, Glabrezu Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy7fxc?Modern-Collection-2-PDF" target="_blank">13 Occult Templates</a>[spoiler]</p><p><strong>Bloated Undead:</strong> Their bodies swollen with disease, rot, and the fell influence of necromantic magic, the bloated are undead, walking time bombs.</p><p>“Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template.</p><p><strong>Bloated Skinfeaster:</strong> ?</p><p><strong>Cloaked Undead:</strong> Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance.</p><p>“Cloaked” is a template that may be added to any Medium-size undead creature with a physical body.</p><p><strong>Cloaked Ghoul Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Relentless Dead:</strong> The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. The relentless undead are the embodiment of this principle. Whether through the influence of dark magic or some other process, their bodies continue to fight on after they have been hacked to pieces.</p><p>“Relentless” is a template that can be added to any corporeal undead.</p><p>A spellcaster who uses magic to produce undead may grant them the relentless template by increasing the purchase DC of his spell’s material components by 10 per undead.</p><p><strong>Relentless Human Zombie:</strong> ?</p><p><strong>Spirit Doom Hag:</strong> ?</p><p><strong>Undying Creature:</strong> The alchemical undeath discovered by the Illuminati is perhaps the premier example of this. Imbibing a potent elixir of rare ingredients and receiving a dose of high-voltage electricity, death can be abated for extended periods of time, provided that additional doses are received on a regular basis.</p><p>“Undying” is an acquired template that can be added to any humanoid creature, provided it can employ the required alchemical process described above.</p><p><strong>Undying Mothfolk Dedicated Hero 3/Acolyte 3:</strong> ?</p><p></p><p><strong>Undead:</strong> The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19984/After-Sunset-Vampires?affiliate_id=17596" target="_blank">After Sunset: Vampires</a>[spoiler]</p><p><strong>Vampire:</strong> Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/627/All-Flesh-Must-be-Eaten-Revised?affiliate_id=17596" target="_blank">All Flesh Must be Eaten Revised</a>[spoiler]</p><p><strong>Zombie:</strong> There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago.</p><p>A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves.</p><p>Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing.</p><p>Voodoo priests that turn the dead, and sometimes the living, into Zombies.</p><p>The creatures are created to work in the harsh conditions of outer space.</p><p>Angry prisoners inhale formaldehyde to get high, die and return.</p><p>Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh.</p><p>The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies.</p><p>A dangerous germ warfare chemical.</p><p>I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves.</p><p>The life forms controlling the corpses were arthropod-like in composition.</p><p>I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead.</p><p>The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours.</p><p>The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying.</p><p>Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly.</p><p>Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population.</p><p>Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead.</p><p>The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student.</p><p>Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead.</p><p>Those who died at the zombies' hands rose hours or days later to join the undead hordes.</p><p>Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth.</p><p>American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe.</p><p>Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest.</p><p>Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them).</p><p>OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened.</p><p>I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green.</p><p>Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment.</p><p>Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine.</p><p>The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years.</p><p>Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords.</p><p>The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers.</p><p>The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it.</p><p>As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle.</p><p>What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact.</p><p>The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment.</p><p>The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life.</p><p>An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations.</p><p>Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living.</p><p>When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead.</p><p>We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long.</p><p>So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead.</p><p><strong>Vampire:</strong> if a vampire bites you and doesn’t rip you apart, you become a vampire.</p><p>Man created these Vam-pyres. They were mistakenly risen by science.</p><p><strong>Base Zombie:</strong> ?</p><p><strong>Sample Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28884/Journal-of-American-Paranormal-Research-issue-3?affiliate_id=17596" target="_blank">American Paranormal Research 3</a>[spoiler]</p><p><strong>Fungi Zombie:</strong> Fungi Zombies are normal people that have been infected with fungal spores. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596" target="_blank">Blood and Brains: The Zombie Hunters Guide</a>[spoiler]</p><p><strong>Zombie Bloodsucking:</strong> Created by the bloodsucking wind. </p><p>A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. </p><p><strong>Zombie Blue:</strong> Usually, it’s a weird military gas that makes blue zombies. </p><p>Mad Scientist Mad Science ability DC 31 1-6 Days</p><p><strong>Zombie Brainless:</strong> Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master.</p><p><strong>Zombie Creep:</strong> Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. </p><p>A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. </p><p>Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. </p><p>Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. </p><p>Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. </p><p><strong>Zombie Cryonoid:</strong> These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. </p><p>The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. </p><p><strong>Zombie Demonic:</strong> Zombie Fever Contagion</p><p><strong>Zombie Fog:</strong> Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. </p><p><em>Create Greater Zombie</em> spell, caster level 12th to 14th.</p><p><strong>Zombie Formaldehyde:</strong> Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. </p><p>Mad Scientist Mad Science ability DC 32 1-6 Days</p><p><strong>Zombie Kyoshi Spawn:</strong> An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight.</p><p>Any living being that is killed by a kyoshi becomes a kyoshi spawn. </p><p><strong>Zombie Lord:</strong> The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. </p><p><em>Create Greater Zombie</em> spell, caster level 18th or higher.</p><p><strong>Zombie Nazi:</strong> Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. </p><p>Nazi zombies were (and are) created using “Gamma Gas.” </p><p>Mad Scientist Mad Science ability DC 36 1-6 Days<strong>Zombie Okokiyat:</strong> Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. </p><p><em>Create Okokiyat Zombie</em> spell.</p><p>Bokor's Create Zombi power.</p><p><strong>Zombie Radiation:</strong> Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. </p><p><strong>Zombie Revenant:</strong> Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. </p><p><em>Create Greater Zombie</em> spell, caster level 15th to 17th.</p><p><strong>Zombie Templar:</strong> The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. </p><p><em>Create Greater Zombie</em> spell, caster level 11th or lower.</p><p><strong>Zombie Toxic:</strong> Toxic zombies are fond of tossing opponents into the same toxic goo that created them. </p><p><strong>Zombie Ultrasonic:</strong> Ultrasonic zombies are raised from the dead through… well, ultrasonics </p><p>Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. </p><p>Mad Scientist Mad Science ability DC 29 1-10 Hours</p><p><strong>Zombie Video:</strong> Video zombies manifest from televisions that play far too many crappy horror movies. </p><p></p><p><strong>Zombie:</strong> A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. </p><p>Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. </p><p> If the subject dies of zombie fever, it rises as a zombie at the next midnight.</p><p>An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. </p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. </p><p>An ancient curse causes all those on a particular spot of ground to turn into zombies. </p><p>For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. </p><p>Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. </p><p>The zombie comes back because he’s really in love with somebody still alive. </p><p>A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. </p><p>An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. </p><p>A strange parasite reanimates corpses as vehicles to find and infect more hosts. </p><p>Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. </p><p>Through mental willpower alone, the dead are dragged back into life. </p><p>The zombie in question gets really mad and comes back to avenge its killer(s). </p><p>Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. </p><p>Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. </p><p>Too much TV and videogames turns kids into zombies. No really. </p><p>A malicious bokor reanimates the dead for his own purposes. </p><p>Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. </p><p>Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight.</p><p>Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. </p><p>Awaken the Dead power.</p><p>Zombie Fever disease.</p><p><strong>Ghost:</strong> Awaken the Dead power.</p><p><strong>Skeleton:</strong> Awaken the Dead power.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>AWAKEN THE DEAD </p><p>Psychokinesis (Con) </p><p>Level: Psychokinetic 5 </p><p>Display: Visual </p><p>Manifestation Time: 1 action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Target: One dead creature </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Power Resistance: No </p><p>Power Points: 7 </p><p>This power allows the manifester to animate the dead. The manifester can animate one HD of an undead </p><p>corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. </p><p>If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. </p><p>Using this power requires a Madness Check on the part of the manifester. </p><p></p><p>CREATE GREATER ZOMBIE </p><p>Necromancy [Evil] </p><p>Level: Arcane 5, Divine 5 </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>Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. 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 </p><p>Zombie Created </p><p>11th or lower </p><p>Templar Zombie </p><p>12th–14th </p><p>Fog Zombie </p><p>15th–17th </p><p>Revenant Zombie </p><p>18th or higher </p><p>Zombie Lord </p><p></p><p>CREATE OKOKIYAT </p><p>Necromancy [Evil] </p><p>Level: Divine 2 </p><p>Components: V, S, M </p><p>Casting Time: Attack 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 okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) </p><p>A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. </p><p>The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. </p><p>Casting this spell requires a Madness Check on the part of the caster. </p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed.</p><p></p><p>ZOMBIE FEVER </p><p>Necromancy [Evil] </p><p>Level: Arcane 4 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Living creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Fortitude negates </p><p>Spell Resistance: Yes </p><p>The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). </p><p>An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24980/The-Book-of-Unremitting-Horror-d20-version?affiliate_id=17596" target="_blank">Book of Unremitting Horror</a>[spoiler]</p><p><strong>Blood Corpse:</strong> When a person dies in the grip of an addiction or need so strong that it overwhelms their thoughts and blots out their personality, the craving can sometimes hold the diseased spirit bound to the body. </p><p>The first recorded blood corpses were dead Roman aristocrats, who perished weeping because they would never see the games, or watch slaves butcher an actor in a degenerate performance of The Bacchae. Blood corpses in the Middle Ages were often starving peasants, who died whining for a moldy crust of bread, or flagellant monks addicted to prayer and the pursuit of God. In later years, they arose when men and women addicted to drink or vice died in bedlam, their minds rotted by their insatiable desires. The blood corpses of the modern era (and there are many more than there used to be) are most likely to be the result of death through drug overdose, when an addict just could not cram enough sweet satisfaction into his veins.</p><p>A blood corpse can result from any fatally compulsive behavior. There is even one straggle-haired horror, stalking the streets after dark and preying on happy women. Her bulimia killed her, and she now binges on hot blood instead of on chocolate bars.</p><p><strong>Blossomer:</strong> For this, the demon needs a host, usually a high-ranking male member of the cult who is willing to die for the cause. The ritual only succeeds if the volunteer stays alive until he expires from blood loss; he must thus prepare himself thoroughly, whether by meditation, contemplation and privation, or with self-debasing excesses – drugs, drink, certain sex acts, and violence (traditions vary). Then, when his cult decides that it is time, he gives his life to his patron. The group places him on an altar and begins to eat his body, from the waist down, using only their teeth and fingernails. If the volunteer can survive the pain and shock to stay conscious and willing, his patron sends a demonic agent into the sacrifice’s body at the moment he is exsanguinated. The cult continues its feast until they have gobbled up everything below the ribcage, at which point, the corpse comes to life as a blossomer.</p><p><strong>Strap Throat:</strong> Mary Beth, who spent her last years locked in a room, sympathizes with the lonely, the awkward and the isolated, and hates bullies so much that she came back from the grave to kill her own father.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/12439/Dawning-Star-Helios-Rising?affiliate_id=17596" target="_blank">Dawning Star: Helios Rising</a>[spoiler]</p><p><strong>Information Ghost:</strong> Information ghosts are created when individuals with some connection to Red Truth have their minds destroyed by uncontrolled exposure to Red Truth. This can only happen under unusual circumstances, such as extended visits to Green Reach facility or other places where Red Truth bleeds over into our reality. It is almost impossible for yaom or psionicists to become information ghosts through their normal interactions with Red Truth. In areas where Red Truth is accessed repeatedly the barrier between it and this dimension sometimes weakens, allowing Red Truth to spill into our world and cause damage to those whose minds are unprepared.</p><p>An information ghost is made up of the whole of the information stored within the brain of a psionicist who suffered terminal exposure to Red Truth. The victim's consciousness leaves their body as pure information which continues to exist in Red Truth, but cannot leave Red Truth or areas where it has invaded our reality without great difficulty.</p><p>Information ghost is an inherited template that can be gained by any character who is a yaom, a dosai, or a psionicist and whose Wisdom is reduced to 0 through uncontrolled exposure to Red Truth. This can happen in areas where Red Truth bleeds over into our dimension, such as Green Reach. Under extremely trying conditions yaom looking into Red Truth can become information ghosts. This normally only occurs to yaom if their Wisdom is reduced to 0, they have no power points left, and are disabled or suffering from a fear condition. In such a situation the yaom must make a Will save (DC 15) to avoid becoming an information ghost. Some powerful yaom can will their minds into the form of an information ghost using advanced psionic abilities, but this power is extremely rare and only the most powerful yaom masters can do so.</p><p><strong>Dosai Information Ghost Charismatic Hero 3/Smart Hero 2/Telepath 2 Green Reach Researcher Turned Information Ghost:</strong> ?</p><p><strong>Kurlis Inromation Ghost Esoan Smart 3/Field Scientist 10/Telepath 2:</strong> When the final malfunction of the brainshock cannon occurred Kurlis was in the process of trying to physically restrain the vaasi-infected scientist who sabotaged the brainshock cannon and was attempting to fire it. Kurlis failed, and thus Green Reach was doomed.</p><p><strong>Sheargus Information Ghost Dosai Charismatic Hero 5/Telepath 10:</strong> A dosai researcher at Green Reach, Sheargus ignored the warnings of his fellow researchers and probed the far reaches of Red Truth. What he found there no one is sure, but in the days before the vaasi fleet enter the Helios system Sheargus had a psychotic break during which killed several other researchers. Sheargus was incarcerated and awaiting psychological evaluation when the brainshock cannon malfunctioned. A powerful psionicist, Sheargus survived the transformation into an information ghost.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=195" target="_blank">d20 Evil Dead</a>[spoiler]</p><p><strong>Deadite:</strong> ?</p><p><strong>Deadite Guardian:</strong> ?</p><p><strong>Deadite Harpy:</strong> ?</p><p><strong>Kandarian:</strong> "Kandarian" is a template that can be added to any object or creature.</p><p><strong>Deadite Legless:</strong> ?</p><p><strong>Deadite Nether-Beast Familiar:</strong> ?</p><p><strong>Deadite Pig:</strong> ?</p><p><strong>Deadite Possessed Limb:</strong> If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached.</p><p>So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right?</p><p>That's how it starts.</p><p><strong>Deadite Queen:</strong> ?</p><p><strong>Deadite Skeleton:</strong> ?</p><p><strong>Deadite Skullbat:</strong> ?</p><p><strong>Deadite Slavelord:</strong> Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord.</p><p><strong>Deadite Tree:</strong> Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently.</p><p>Trees. Just. Sit. There.</p><p><strong>Deadite Warrior:</strong> ?</p><p><strong>Deadite Zombie:</strong> Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks.</p><p>If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=229" target="_blank">D20 Ghostbusters</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings that, 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.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=205" target="_blank">d20 Paranoia</a>[spoiler]</p><p><strong>Living Dead:</strong> “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system.</p><p><strong>Living Dead Spawn:</strong> Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete</p><p><strong>Master of the Living Dead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=202" target="_blank">d20 Shadowrun Core</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost Apparition:</strong> ?</p><p><strong>Ghost Specter:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17823/FourColor-to-Fantasy-Revised?affiliate_id=17596" target="_blank">Four Color to Fantasy Revised</a>[spoiler]</p><p><strong>Dark Decade Vampire:</strong> ?</p><p><strong>The Vampire Prime:</strong> He claims to be the very first vampire.</p><p>There is evidence to state that he has his origins in Asia, and was once a monk of some kind, already immortal through enlightenment before succumbing to the Dark Powers and becoming an undead monster.</p><p></p><p><strong>Undead:</strong> If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you.</p><p>If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you.</p><p><strong>Ghoul:</strong> If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days.</p><p>If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/116477/Gaslight-Victorian-Fantasy-2nd-Edition-OGL-Edition?affiliate_id=17596" target="_blank">Gaslight Victorian Fantasy 1e</a>[spoiler]</p><p><strong>Vampire:</strong> new vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later.</p><p><strong>Skeleton:</strong> 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><em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).</p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: 1 action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; 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. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead 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 can’t create more HD of undead than twice your caster level with a single casting of animate dead.</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 an Acolyte, 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19948/GODSEND-Agenda-D20-Conversion?affiliate_id=17596" target="_blank">Godsend Agenda</a>[spoiler]</p><p><strong>Undead:</strong> Animate Dead power.</p><p></p><p>Animate Dead</p><p>Charisma</p><p>8 Per Rank</p><p>You can animate the dead and make them do your bidding! You can actively control a number of undead up to your Animate Dead levels plus Charisma modifier. The duration of this effect is equal to 1 hour per Animate Dead rank. A control roll must be made every round, or the undead may turn on you! Roll your Charisma versus a DC 12. The undead will obey orders to the letter (think carefully) and fight to the death (or, rather, destruction). This Power can be focused into a single corpse instead of many, and you may add one point to any Attribute, Wounds, Skill or Power for every Animate Dead rank plus Charisma modifier. The statistics for a typical undead are below.</p><p>Undead</p><p>Undead; Init –2 (Dex), Defense 8, (-2 Dex); Spd 10m; VP 0/10; Atk +0 melee (Claws 1D6+1), -2 ranges; SQ never takes stun; SV Fort +0, Ref –2, Will +5; SZ M; Str 10, Dex 7, Con 10, Wis 8, Cha 8.</p><p>Skills: Climb +2, Listen +2, Move Silently +7, Search +4, Spot +7</p><p>[/spoiler]</p><p></p><p>Green's Guide to Ghosts[spoiler]</p><p><strong>Ghosts:</strong> The word “ghost” is actually a catchall term for many different types of supernatural manifestations. Clouding the waters even further, many ghost hunters and theologians have differing opinions on the nature of ghosts. Some believe that they are the souls of those who are somehow trapped here on earth and have yet to “cross over.” Others believe that ghosts are demons that appear to the living to sow confusion and religious doubt. Yet others believe that ghosts are naturally occurring ripples of strong emotions echoing from dimensions that intersect our own.</p><p>One theory—the one I believe to be true—is that these locations or objects absorbed the psychic impressions of a person in the same way a room absorbs strong odors such as cigarette smoke. Those impressions linger long after the person has passed away, but are really nothing more than an echo of a strong emotional imprint.</p><p>The other type of ghost—lost souls—are spirits whose mortal remains have expired but whose immortal souls have not passed on to the “undiscovered country”, the “next life”, “heaven”, or whatever you prefer to call it. Usually, they stay behind because of unfinished business.</p><p>Commonly believed to be the disembodied spirit of a dead person or animal.</p><p>Some assert that they are the lost souls of those who are somehow trapped here on Earth and have yet to “cross over” because they have not realized they are dead or due to an untimely death. Some religious experts believe that ghosts are demons that appear to the living in an effort to confuse and create doubt in an individual’s faith. Yet others believe that ghosts are naturally occurring echoes of strong emotions “recorded” in another dimension that intersects with our own.</p><p><strong>Ghost Lost Soul:</strong> Lost souls are the spirits of those who die but are unable or unwilling to leave our plane of existence—usually because of some unfinished business, but in rare instances because of outside intervention.</p><p>“Lost soul” is an inherited template that can be added to any recently deceased creature with Intelligence of 3 or greater. Lost souls manifest themselves in one of</p><p>four classifications depending on the amount of their spiritual energy (as determined by hit dice, below) at the time of death. Manifestation of the last category, dominating spirit, requires additional circumstances as noted in the description.</p><p>Manifestation (species) Initial HD</p><p>Lesser manifestation 1-2</p><p>Poltergeist 3-4</p><p>ABE 5-6</p><p>Phantom 7+</p><p>Dominating Spirit* 7+</p><p><strong>Ghost Lost Soul Lesser Manifestation:</strong> ?</p><p><strong>Ghost Lost Soul Poltergeist:</strong> ?</p><p><strong>Ghost Lost Soul Atmospheric Balls of Energy:</strong> ?</p><p><strong>Ghost Lost Soul Phantom:</strong> ?</p><p><strong>Ghost Lost Soul Dominating Spirit:</strong> A dominating spirit is the lost soul of someone corrupted by great and infernal powers. In life, the person may have wielded forbidden arcane powers or committed vile, evil acts.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/186070/Love-Witch?affiliate_id=17596" target="_blank">Love Witch</a>[spoiler]</p><p><strong>Skeleton:</strong> Necromancy feat.</p><p><strong>Zombie:</strong> Necromancy feat.</p><p></p><p>Necromancy</p><p>[Atlantean Magic]</p><p>You have mastered the art of bringing life</p><p>to dead matter.</p><p>Prerequisite: Int 13</p><p>Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/11883/Modern-Maladies?affiliate_id=17596" target="_blank">Modern Maladies</a>[spoiler]</p><p><strong>Necroambulant Zombie:</strong> Anyone slain by the necroambulism affliction eventually rises again as a zombie.</p><p>“Necroambulant Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>Necroambulism disease.</p><p></p><p><strong>Ghoul:</strong> Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls.</p><p>“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.</p><p></p><p>Necroambulism</p><p>Necroambulism refers to the more appropriately named Walking-Dead Disease, since anyone slain by the affliction eventually rises again as a zombie. Early symptoms of necroambulism include a loss of coordination, fatigue, and the slow degradation of physical health. The viral strain that causes necroambulism spreads through direct contact with infected creatures or other objects such as clothing. No known cure exists.</p><p>Incubation Period: 1d8 days</p><p>Initial Damage: Ability Damage (1d2 Dex), Fatigue</p><p>Secondary Damage: Ability Damage (1d2 Con, 1 Dex)</p><p>Recovery: 2 (once/day)</p><p>[/spoiler]</p><p></p><p>Psi Watch[spoiler]</p><p><strong>Gravedigger:</strong> Project Gravedigger began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, government medics were able to successfully “reactivate” a human corpse, replacing damaged and decayed tissue with cybernetic analogues, producing a humanoid fighting machine for a fraction of the cost of producing a combat android and writing a working AI source code.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51230/The-Imperial-Age-British-India?affiliate_id=17596" target="_blank">Imperial Age British India</a>[spoiler]</p><p><strong>Bhuta:</strong> Bhutas are evil ghosts, the restless soul of someone who died for his crimes or was killed in a way abhorrent to his religion (such as suicide). </p><p><strong>Pishacha:</strong> ?</p><p><strong>Pishacha Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Vetala:</strong> Vetalas are vampiric wraiths created when the body of a Hindu is not given a proper burial (cremation). [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2161/Darwins-World-2-Terrors-of-the-Twisted-Earth?affiliate_id=17596" target="_blank">Terrors of the Twisted Earth 2e</a>[spoiler]</p><p><strong>Screamer:</strong> Screamers are said to be the long-dead corpses of the Ancients, animated by some unknown phenomenon of radiation.</p><p>Screamers were once people, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch.</p><p><strong>Zombie Plague:</strong> Plague zombies are horrific undead creatures, reanimated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost.</p><p>The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country.</p><p>As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days...</p><p>An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie.</p><p>Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54275/The-Imperial-Age-Grimoire?affiliate_id=17596" target="_blank">Imperial Age Grimoire</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.</p><p><strong>Zombie Liquefied:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell.</p><p><strong>Ash Wraith:</strong> <em>Create Undead</em> spell.</p><p><strong>Spirit:</strong> <em>Create Undead</em> spell.</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.</p><p>The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead.</p><p></p><p>Create Undead</p><p>Necromancy [Evil]</p><p>Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.</p><p>You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.</p><p>This incantation must be cast at night.</p><p>Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.</p><p>Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magick of the spell turns the gem into a worthless shell.</p><p>Experience Point Cost: 100 XP.</p><p>Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50829/The-Imperial-Age-Victorian-Monstrosities?affiliate_id=17596" target="_blank">Imperial Age Victorian Monstrosities</a>[spoiler]</p><p><strong>The Beggarwoman:</strong> An elderly disabled woman begs for a night’s rest at a castle. Although the Marquise accommodates her, the Marquis comes home and makes her move behind a stove. The woman accidentally slips and fatally injures herself. Years later, the spirit of the Beggarwoman returns to haunt the castle. </p><p>One of the most disturbing elements of this story is the excessive nature of the vengeance for the harm caused. While the Marquis was a bit inhospitable, he did allow a stranger to stay in his house. His insistence on her moving caused her to fall, but it was an accident. He did not realise the extent of her injury and he certainly didn’t intend for her to die. In return, the Beggarwoman’s spirit returns several years later.</p><p><strong>The Scorned Woman:</strong> Reginald Hempworth was a young gentleman that fell in love with a country girl while keeping an eye on his investments in the wool industry. Although of a different class and station, Reginald assured the young Clarissa that they would be together. He planned on moving to France or possibly America, where only their money, not their breeding would matter.</p><p>Unfortunately, Reginald was not very good at management and he incurred a large gambling debt. Fortunately, he was offered another woman’s hand in marriage, one with a dowry large enough to pay off Reginald’s debt and get his investments back on their feet. While he loved Clarissa dearly, he could not afford to pass up this opportunity. With a heavy heart, he told Clarissa of his engagement while they were in his carriage.</p><p>Clarissa did not take well to the news. Angry and hysterical, she flung open the carriage door and fled into the rain. Reginald tried to stop her, but to his horror she had flung herself over a cliff. Luckily for Reginald, a passerby saw Clarissa leap over the edge unaided which kept Reginald out of official trouble.</p><p>Reginald married and enjoyed two decades with his wife and their children before the Scorned Woman first appeared. She was the spitting image of Clarissa, although in ghostly form. </p><p><strong> Brunhilda Vampiric Charismatic Ordinary 4:</strong> Brunhilda dies at an early age. Her husband, Lord Walter, never gets over her death, even though he remarried and had two children with his new wife. Walter spends a lot of time at her gravesite and one day encounters a sorcerer (more likely a necromancer) while grieving there. The sorcerer hears his wish for her to return, but although he warns Walter that Brunhilda would not be happy he consents to resurrect her.</p><p><strong> The Black Widow Vampire Dedicated Ordinary 4:</strong> Unfortunately, Viola had another suitor, Arturo, a local man that had just returned from army service. Arturo demanded that Vittorio annul the marriage. When Vittorio refused, Arturo drew his revolver and demanded satisfaction. Viola tried to intervene and Arturo’s revolver fired, killing Viola on the spot. Arturo fled while Vittorio grieved for his dead bride.</p><p>Vittorio was inconsolable and refused to sculpt. His patron, upset that Vittorio was leaving much of his promised work unfinished, employed a sorcerer for assistance. The sorcerer confronted Vittorio and told him that he could raise Viola from the dead and that she would remain beautiful forever. She would also remain very much in love with Vittorio. In disbelief, Vittorio agreed to allow the sorcerer to summon her. To his delightful surprise, Vittorio was reunited with his beloved Viola.</p><p><strong> Demon of the Night Lich Smart Hero 3/Mage 6:</strong> While considered a lich, the Demon of the Night was cursed into its current form rather than achieved it through study. </p><p>The story contains a strange character, Canon Alberic, who lived in the late seventeenth century. He seems to be an astrologist (or hermetic disciple) and he apparently tore up Church books in order to make a scrapbook. The Demon of the Night appeared at this time and Canon Alberic died in his bed under mysterious circumstances. The Demon is interested in keeping the scrapbook and haunts the current owner of the tome (one can surmise that the church guardian took the book from the church, which caused the Demon to come after him).</p><p>The statistics below presume that Canon Alberic has been transformed into the Demon of the Night. He is cursed to watch over his scrapbook and ensure that it never leaves the shadow of the old church for long. </p><p><strong> The Tattered Storyteller Revenant Charismatic Ordinary 8:</strong> ?</p><p><strong>Human Zombie:</strong> A night mail coach accident nine years previous that ended with the death of all passengers. </p><p><strong> Carmilla Vampire Charismatic Hero 6:</strong> She died at a young age, herself the victim of an unidentified vampire. </p><p><strong>Vampire:</strong> While most women she feeds on die within a week, Carmilla is also known to fall in love with some of her prey and keeps them around much longer. They will eventually succumb, however, and turn into a vampire like Carmilla (the novella insinuates that those killed quickly do not raise as vampires, but this is never explicitly stated).</p><p><strong> Sir Nicolas Rathbane Vampire Smart Hero 3/Charismatic Hero 3:</strong> ?</p><p><strong> Dracula Vampire Charismatic Hero 8/Strong Hero 4/Dedicated Hero 4:</strong> The Transylvanian Count was a sorcerer that used black magick to become a vampire. </p><p><strong> Katerina The Baroness Vampire Charismatic Hero 10/Personality 10:</strong> The Baroness’ origins are shrouded in mystery. </p><p><strong>Lord Ruthven Vampire Charismatic Hero 8:</strong> ?</p><p><strong>Varney Vampire Fast Hero 3/Swashbuckler 5/Charismatic Hero 2:</strong> Sir Francis Varney began life as Mr. Mortimer, a Crown supporter that helped members of English royalty escape to Holland during the English Civil War. He was shot and killed by one of Cromwell’s soldiers just after he’d accidentally killed his own son in a fit of rage. As he was dying, he heard a voice that told him he would be cursed for killing his son. Two years later, Mr. Mortimer rose from his grave as a vampire.</p><p><strong>Lich:</strong> A lich is an undead magickal practitioner (such as a Hermetic Disciple or Medium) that has used magick to unnaturally extend its life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. </p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see The Lich’s Phylactery, below.</p><p>The Lich's Phylactery</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.</p><p>Each lich must make its own phylactery, normally through a powerful, secret Incantation. 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.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/142979/The-Three-Lives-of-Fantomah-Daughter-of-the-Pharaohs?affiliate_id=17596" target="_blank">The Three Lives of Fantomah: Daughter of the Pharaohs</a>[spoiler]</p><p><strong>Lich:</strong> Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead.</p><p></p><p><strong>Undead:</strong> Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead.</p><p><strong>Vampire:</strong> Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead.</p><p><strong>Ghoul:</strong> Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20877/THRILLING-TALES-Omnibus-Edition?affiliate_id=17596" target="_blank">Thrilling Tales Omnibus Edition</a>[spoiler]</p><p><strong>Vampire Smart Villain 7 Otto Von Ubel:</strong> Von Übel was a Prussian noble who was wounded during the Napoleonic Wars, as he lay dying on the battlefield, he fell victim to the predations of a vampire. The vampire, whose name Von Übel never learned, was a weak creature, more content with scavenging battlefields than in hunting his own prey -- Von Übel used his dying effort to kill the creature, but not before it had worked its terrible magic. Otto Von Übel rose again as a creature of the night.</p><p><strong>Vampire Strong Ordinary 2:</strong> Von Übel is served by a group of lesser vampires that he has created.[/spoiler]</p><p></p><p>Year of the Zombie[spoiler]</p><p><strong>Classic Zombie:</strong> The Classic Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Common Zombie Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Sprinter Zombie:</strong> The Sprinter Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Sprinter Zombie Fast Ordinary 2:</strong> ?</p><p><strong>Child Zombie:</strong> The Child Zombie template is applied to any human with the child template who dies with an intact brain during the Rising.</p><p><strong>Frenzied Zombie:</strong> The Frenzied Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Frenzied Zombie Tough Ordinary 4:</strong> ?</p><p><strong>Enhanced Memory Zombie:</strong> These are the ones who have regained some knowledge of their former selves, either because of extensive training, repeated actions, or something that was very important to the person before they Rose again. Most Enhanced Memory Zombies are former military, remembering the basics of weapon use. Some have been policemen or others who died with a vitally important task undone (not something simple, such as getting the cat out of the garage).</p><p><strong>Enhanced Memory Zombie Fast Hero 1/Smart Hero 4:</strong> ?</p><p><strong>Trained Zombie:</strong> Some zombies are “trained,” by the immoral or the insane, to perform certain tasks.</p><p>Training is most often done through repeated moves, with negative reinforcement delivered via electroshock and positive reinforcement being rewarded with a live victim. Though zombies do not appear to feel pain from injuries, electrical shocks delivered to the spine or brain appear to hurt them. Eyelids are commonly cut away, and often an implant is placed into the skull to deliver an electric shock that will temporarily overload the zombie’s motor control center.</p><p>The Trained Zombie template may be applied to any existing zombie.</p><p><strong>Trained Zombie Classic Zombie Strong Hero 1/Tough Hero 1:</strong> ?[/spoiler]</p><p></p><p>Year of the Zombie Marauders</p><p>[spoiler]</p><p><strong>Zombie Mob:</strong> ?</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945142, member: 2209"] [b]d20 Modern[/b] d20 Modern[spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]d20 Modern SRD[/URL][spoiler] [b]Undead:[/b] An undead is a once-living creature animated by spiritual or supernatural forces. An undead is a once-living creature animated by spiritual or supernatural forces. (d20 Modern) Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. (d20 Dark Matter) The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. (13 Occult Templates) If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised) If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised) Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs) [b]Mummy:[/b] ? Mummies are preserved corpses animated through rituals best forgotten. (d20 Modern) These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. (d20 Dark Matter) [i]Create Undead[/i] spell. (Imperial Age Grimoire) Create Undead incantation. (Urban Arcana SRD) Animate Dead incantation seed. (Urban Arcana SRD) Create Undead incantation. (d20 Urban Arcana) Animate Dead incantation seed. (d20 Urban Arcana) [b]Mummy Dedicated Hero 3:[/b] ? [b]Skeleton:[/b] “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. 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. Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (d20 Modern) “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. (d20 Modern) A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). (d20 Modern) 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. (Gaslight Victorian Fantasy 1e) A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. (Imperial Age Grimoire) [i]Animate Dead[/i] spell. [i]Animate Dead[/i] spell. (d20 Modern) [i]Animate Dead[/i] spell. (Gaslight Victorian Fantasy 1e) [i]Animate Dead[/i] spell. (Imperial Age Grimoire) Animate Dead incantation seed. (Urban Arcana SRD) Animate Dead incantation seed. (d20 Urban Arcana) Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide) [b]Human Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. (d20 Modern) A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. (d20 Modern) New vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. (Gaslight Victorian Fantasy 1e) Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs) [i]Create Undead[/i] spell. (Imperial Age Grimoire) Create Undead incantation. (Urban Arcana SRD) Animate Dead incantation seed. (Urban Arcana SRD) Create Undead incantation. (d20 Urban Arcana) Animate Dead incantation seed. (d20 Urban Arcana) [b]Vampire Human Fast Hero 2/Charismatic Hero 3:[/b] ? [b]Zombie:[/b] “Zombie” is a template that can be added to any corporeal creature other than an undead. A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. Zombies are corpses animated by some sinister power or magic. (d20 Modern) “Zombie” is a template that can be added to any corporeal creature other than an undead. (d20 Modern) A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (d20 Modern) Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. (d20 Urban Arcana) Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it. (d20 Urban Arcana) Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them. (d20 Urban Arcana) A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. (Blood and Brains: The Zombie Hunters Guide) Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. (Blood and Brains: The Zombie Hunters Guide) If the subject dies of zombie fever, it rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. (Blood and Brains: The Zombie Hunters Guide) “Zombie” is a template that can be added to any corporeal creature other than an undead. (Blood and Brains: The Zombie Hunters Guide) Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. An ancient curse causes all those on a particular spot of ground to turn into zombies. (Blood and Brains: The Zombie Hunters Guide) For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. (Blood and Brains: The Zombie Hunters Guide) Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. The zombie comes back because he’s really in love with somebody still alive. (Blood and Brains: The Zombie Hunters Guide) A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. (Blood and Brains: The Zombie Hunters Guide) An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. (Blood and Brains: The Zombie Hunters Guide) A strange parasite reanimates corpses as vehicles to find and infect more hosts. (Blood and Brains: The Zombie Hunters Guide) Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. (Blood and Brains: The Zombie Hunters Guide) Through mental willpower alone, the dead are dragged back into life. (Blood and Brains: The Zombie Hunters Guide) The zombie in question gets really mad and comes back to avenge its killer(s). (Blood and Brains: The Zombie Hunters Guide) Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. (Blood and Brains: The Zombie Hunters Guide) Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. (Blood and Brains: The Zombie Hunters Guide) Too much TV and videogames turns kids into zombies. No really. (Blood and Brains: The Zombie Hunters Guide) A malicious bokor reanimates the dead for his own purposes. (Blood and Brains: The Zombie Hunters Guide) Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide) Zombie Fever disease. (Blood and Brains: The Zombie Hunters Guide) A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (Gaslight Victorian Fantasy 1e) A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. (Imperial Age Grimoire) [i]Animate Dead[/i] spell. [i]Animate Dead[/i] spell. (d20 Modern) [i]Animate Dead[/i] spell. (Gaslight Victorian Fantasy 1e) [i]Animate Dead[/i] spell. (Imperial Age Grimoire) Animate Dead incantation seed. (Urban Arcana SRD) Animate Dead incantation seed. (d20 Urban Arcana) Dagger of Eternal Rest artifact. (Urban Arcana SRD) Dagger of Eternal Rest artifact. (d20 Urban Arcana) [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? Animate Dead Necromancy [Evil] Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack 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 the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead. The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: Purchase DC 15 + 1 per 2 HD of the undead.[/spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]Urban Arcana SRD[/URL][spoiler] [b]Ash Wraith:[/b] Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. Vengeful undead whose bodies were cremated against their wishes, ash wraiths despise the living and seek to immolate those who wronged them. (d20 Urban Arcana) Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. (d20 Urban Arcana) [i]Create Undead[/i] spell. (Imperial Age Grimoire) Create Undead incantation. Animate Dead incantation seed. Create Undead incantation. (d20 Urban Arcana) Animate Dead incantation seed. (d20 Urban Arcana) [b]Spirit:[/b] ? These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons. (d20 Dark Matter) Spirits are incorporeal undead creatures, the essences of once-living beings prevented from achieving a greater reward, heavenly justice, or blissful oblivion because of some unfinished business, magical effect, or their own cussedness. Spirits are usually confined to a particular location following their deaths. (d20 Urban Arcana) [i]Create Undead[/i] spell. (Imperial Age Grimoire) Create Undead incantation. Create Undead incantation. (d20 Urban Arcana) [b]Animating Spirit Poltergeist:[/b] Animate Dead incantation seed. Animate Dead incantation seed. (d20 Urban Arcana) [b]Frightful Spirit Apparition:[/b] ? A murder victim has been stuffed into the building’s incinerator and has come back as a frightful spirit. (d20 Urban Arcana) Animate Dead incantation seed. Animate Dead incantation seed. (d20 Urban Arcana) [b]Groaning Spirit Banshee:[/b] Animate Dead incantation seed. Animate Dead incantation seed. (d20 Urban Arcana) [b]Possessing Spirit Haunt:[/b] Animate Dead incantation seed. Animate Dead incantation seed. (d20 Urban Arcana) [b]Weakening Spirit Fetch:[/b] A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later. A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later. (d20 Urban Arcana) Animate Dead incantation seed. Animate Dead incantation seed. (d20 Urban Arcana) [b]Skeletal Rat Swarm:[/b] ? [b]Zombie Liquefied:[/b] “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The product of necromantic experiments performed on corpses in an advanced state of decay, the liquefied zombie is a revolting mass of decaying flesh. (d20 Urban Arcana) Liquefied zombies differ from the zombies described in the d20 Modern Roleplaying Game because they’ve decayed further prior to rising from the dead. Their muscles and internal organs have decomposed into foul-smelling liquid with the consistency of pudding. (d20 Urban Arcana) “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. (d20 Urban Arcana) The Heirs of Kyuss (see Chapter Six: Organizations) have been stealing corpses from a local cemetery and bringing them to a sewer cesspool where prolonged immersion in a magical effluvium transforms the cadavers into liquefied zombies under their control. (d20 Urban Arcana) [i]Create Undead[/i] spell. (Imperial Age Grimoire) Create Undead incantation. Animate Dead incantation seed. Create Undead incantation. (d20 Urban Arcana) Animate Dead incantation seed. (d20 Urban Arcana) [b]Human Liquefied Zombie:[/b] ? [b]Otyugh Liquefied Zombie:[/b] ? [b]Undead:[/b] ? [b]Mummy:[/b] Create Undead incantation. Animate Dead incantation seed. [b]Skeleton:[/b] Animate Dead incantation seed. [b]Vampire:[/b] Create Undead incantation. Animate Dead incantation seed. [b]Zombie:[/b] Animate Dead incantation seed. Dagger of Eternal Rest artifact. Create Undead Necromancy [Evil] Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation. You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control. This incantation must be cast at night. Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell. Experience Point Cost: 100 XP. Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain. Seed: Animate Dead Necromancy Knowledge (arcane lore) DC: 34; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed (which is more potent than the animate dead spell) allows you create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1. The undead you create remain under your control indefinitely. You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead. Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison. Undead Knowledge (arcane lore) DC Modifier Medium or smaller skeleton –12 Medium or smaller zombie –12 Animating spirit –10 Frightful spirit –8 Large skeleton –8 Large zombie –6 Groaning spirit –6 Small or smaller liquefied zombie –4 Medium liquefied zombie –2 Weakening spirit +0 Mummy +0 Large liquefied zombie +0 Possessing spirit +2 Huge skeleton +2 Huge liquefied zombie +2 Ash wraith +4 Huge zombie +4 Gargantuan or Colossal skeleton +6 Gargantuan or Colossal zombie +8 Gargantuan liquefied zombie +8 Colossal liquefied zombie +10 Vampire Hit Dice +4 Dagger of Eternal Unrest The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment. Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty. Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb. [/spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]Menace Manual SRD[/URL][spoiler] [b]Bodak:[/b] ? [b]Bodak Advanced:[/b] ? [b]Charred One:[/b] ? [b]Charred One Advanced:[/b] ? [b]Doom Hag:[/b] ? [b]Ghoul:[/b] “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. (d20 Dark Matter) If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised) If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised) Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. (Modern Maladies) “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. (Modern Maladies) If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. (Modern Maladies) Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. (The Three Lives of Fantomah: Daughter of the Pharaohs) [b]Ghoul Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Revenant:[/b] “Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6. Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. (d20 Dark Matter) The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. (d20 Dark Matter) [b]Revenant Police Officer Human Strong Ordinary 1/Dedicated Ordinary 1:[/b] ? [b]Skin Feaster:[/b] ? [b]Skin Feaster Advanced:[/b] ? [b]Whisperer in the Dark:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/28720/d20-Modern-Core-Rulebook-d20M?affiliate_id=17596]D20 Modern[/URL][spoiler] [b]Undead:[/b] An undead is a once-living creature animated by spiritual or supernatural forces. [b]Mummy:[/b] Mummies are preserved corpses animated through rituals best forgotten. [b]Mummy Dedicated Hero 3:[/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 living corporeal creature that has a skeletal structure. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). [b]Human Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. [b]Vampire Human Fast Hero 2/Charismatic Hero 3:[/b] ? [b]Zombie:[/b] Zombies are corpses animated by some sinister power or magic. “Zombie” is a template that can be added to any corporeal creature other than an undead. A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? Animate Dead Necromancy [Evil] Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack 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 skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. 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 an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeleton: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombie: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler] [URL=http://www.drivethrurpg.com/product/161906/d20-Dark-Matter-d20M?affiliate_id=17596]d20 Dark Matter[/URL][spoiler] [b]Undead:[/b] Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. [b]Ghoul:[/b] Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. [b]Mummy:[/b] These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. [b]Revenant:[/b] Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. [b]Spirit:[/b] These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons.[/spoiler] [URL=https://www.drivethrurpg.com/product/29548/Urban-Arcana-d20M?affiliate_id=17596]d20 Urban Arcana[/URL][spoiler] [b]Ash Wraith:[/b] Vengeful undead whose bodies were cremated against their wishes, ash wraiths despise the living and seek to immolate those who wronged them. Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. Create Undead incantation. Animate Dead incantation seed. [b]Spirit:[/b] Spirits are incorporeal undead creatures, the essences of once-living beings prevented from achieving a greater reward, heavenly justice, or blissful oblivion because of some unfinished business, magical effect, or their own cussedness. Spirits are usually confined to a particular location following their deaths. Create Undead incantation. [b]Animating Spirit, Poltergeist:[/b] Animate Dead incantation seed. [b]Frightful Spirit, Apparition:[/b] Animate Dead incantation seed. A murder victim has been stuffed into the building’s incinerator and has come back as a frightful spirit. [b]Groaning Spirit, Banshee:[/b] Animate Dead incantation seed. [b]Possessing Spirit, Haunt:[/b] Animate Dead incantation seed. [b]Weakening Spirit, Fetch:[/b] A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later. Animate Dead incantation seed. [b]Skeletal Rat Swarm:[/b] ? [b]Liquefied Zombie:[/b] The product of necromantic experiments performed on corpses in an advanced state of decay, the liquefied zombie is a revolting mass of decaying flesh. Liquefied zombies differ from the zombies described in the d20 Modern Roleplaying Game because they’ve decayed further prior to rising from the dead. Their muscles and internal organs have decomposed into foul-smelling liquid with the consistency of pudding. “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. The Heirs of Kyuss (see Chapter Six: Organizations) have been stealing corpses from a local cemetery and bringing them to a sewer cesspool where prolonged immersion in a magical effluvium transforms the cadavers into liquefied zombies under their control. Create Undead incantation. Animate Dead incantation seed. [b]Human Liquefied Zombie:[/b] ? [b]Otyugh Liquefied Zombie:[/b] ? [b]Ghost:[/b] ? [b]Vualek, Vampire:[/b] ? [b]Spawn of Kyuss:[/b] The Heirs of Kyuss have made what they call “great leaps in zombie technology.” They have created a more powerful monster that they call a spawn of Kyuss, which looks like an ordinary zombie with writhing green worms crawling in and out of its skull orifices. Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them. [b]Drow Vampire:[/b] ? [b]Jack, Animating Spirit:[/b] A maintenance engineer has recently died in the bowels of the building that he worked at for the past thirty years. Jack continues to haunt the area as an animating spirit. [b]Undead:[/b] ? [b]Mummy:[/b] Create Undead incantation. Animate Dead incantation seed. [b]Skeleton:[/b] Animate Dead incantation seed. [b]Vampire:[/b] Create Undead incantation. Animate Dead incantation seed. [b]Zombie:[/b] Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them. Animate Dead incantation seed. Dagger of Eternal Rest artifact. Create Undead Necromancy [Evil] Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation. You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control. This incantation must be cast at night. Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell. Experience Point Cost: 100 XP. Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain. Seed: Animate Dead Necromancy Knowledge (arcane lore) DC: 34; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed (which is more potent than the animate dead spell presented in the d20 Modern Roleplaying Game) allows you to create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1. The undead you create remain under your control indefinitely. You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead. Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison. Undead Knowledge (arcane lore) DC Modifier Medium or smaller skeleton –12 Medium or smaller zombie –12 Animating spirit –10 Frightful spirit –8 Large skeleton –8 Large zombie –6 Groaning spirit –6 Small or smaller liquefied zombie –4 Medium liquefied zombie –2 Weakening spirit +0 Mummy +0 Large liquefied zombie +0 Possessing spirit +2 Huge skeleton +2 Huge liquefied zombie +2 Ash wraith +4 Huge zombie +4 Gargantuan or Colossal skeleton +6 Gargantuan or Colossal zombie +8 Gargantuan liquefied zombie +8 Colossal liquefied zombie +10 Vampire Hit Dice + 4 Dagger of Eternal Unrest The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment. Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie (see Chapter Eight: Friends and Foes of the d20 Modern Roleplaying Game) under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty. Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb.[/spoiler] [URL=https://www.drivethrurpg.com/product/665/Gamma-World-Game-Masters-Guide-GW-6e?affiliate_id=17596]Gamma World Game Master's Guide (GW6e)[/URL][spoiler] [b]Vampire:[/b] But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them. [b]Emperor's Tower:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596]Machines and Mutants (GW 6e)[/URL][spoiler] [b]Necrophage:[/b] Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house. The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage. Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later. The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20060407a]Elite Opponents Creatures That Cannot Be[/URL][spoiler] [b]Demon Vampire, Vampiric Dog-Demon, Glabrezu Vampire:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy7fxc?Modern-Collection-2-PDF]13 Occult Templates[/URL][spoiler] [b]Bloated Undead:[/b] Their bodies swollen with disease, rot, and the fell influence of necromantic magic, the bloated are undead, walking time bombs. “Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template. [b]Bloated Skinfeaster:[/b] ? [b]Cloaked Undead:[/b] Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance. “Cloaked” is a template that may be added to any Medium-size undead creature with a physical body. [b]Cloaked Ghoul Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Relentless Dead:[/b] The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. The relentless undead are the embodiment of this principle. Whether through the influence of dark magic or some other process, their bodies continue to fight on after they have been hacked to pieces. “Relentless” is a template that can be added to any corporeal undead. A spellcaster who uses magic to produce undead may grant them the relentless template by increasing the purchase DC of his spell’s material components by 10 per undead. [b]Relentless Human Zombie:[/b] ? [b]Spirit Doom Hag:[/b] ? [b]Undying Creature:[/b] The alchemical undeath discovered by the Illuminati is perhaps the premier example of this. Imbibing a potent elixir of rare ingredients and receiving a dose of high-voltage electricity, death can be abated for extended periods of time, provided that additional doses are received on a regular basis. “Undying” is an acquired template that can be added to any humanoid creature, provided it can employ the required alchemical process described above. [b]Undying Mothfolk Dedicated Hero 3/Acolyte 3:[/b] ? [b]Undead:[/b] The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. [/spoiler] [URL=https://www.drivethrurpg.com/product/19984/After-Sunset-Vampires?affiliate_id=17596]After Sunset: Vampires[/URL][spoiler] [b]Vampire:[/b] Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.[/spoiler] [URL=http://www.drivethrurpg.com/product/627/All-Flesh-Must-be-Eaten-Revised?affiliate_id=17596]All Flesh Must be Eaten Revised[/URL][spoiler] [b]Zombie:[/b] There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago. A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves. Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing. Voodoo priests that turn the dead, and sometimes the living, into Zombies. The creatures are created to work in the harsh conditions of outer space. Angry prisoners inhale formaldehyde to get high, die and return. Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh. The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies. A dangerous germ warfare chemical. I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves. The life forms controlling the corpses were arthropod-like in composition. I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead. The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours. The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying. Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly. Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population. Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead. The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student. Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead. Those who died at the zombies' hands rose hours or days later to join the undead hordes. Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth. American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe. Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest. Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them). OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened. I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green. Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment. Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine. The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years. Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords. The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers. The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it. As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle. What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact. The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment. The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life. An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations. Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living. When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead. We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long. So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead. [b]Vampire:[/b] if a vampire bites you and doesn’t rip you apart, you become a vampire. Man created these Vam-pyres. They were mistakenly risen by science. [b]Base Zombie:[/b] ? [b]Sample Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/28884/Journal-of-American-Paranormal-Research-issue-3?affiliate_id=17596]American Paranormal Research 3[/URL][spoiler] [b]Fungi Zombie:[/b] Fungi Zombies are normal people that have been infected with fungal spores. [/spoiler] [URL=http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596]Blood and Brains: The Zombie Hunters Guide[/URL][spoiler] [b]Zombie Bloodsucking:[/b] Created by the bloodsucking wind. A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. [b]Zombie Blue:[/b] Usually, it’s a weird military gas that makes blue zombies. Mad Scientist Mad Science ability DC 31 1-6 Days [b]Zombie Brainless:[/b] Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master. [b]Zombie Creep:[/b] Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. [b]Zombie Cryonoid:[/b] These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. [b]Zombie Demonic:[/b] Zombie Fever Contagion [b]Zombie Fog:[/b] Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. [i]Create Greater Zombie[/i] spell, caster level 12th to 14th. [b]Zombie Formaldehyde:[/b] Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. Mad Scientist Mad Science ability DC 32 1-6 Days [b]Zombie Kyoshi Spawn:[/b] An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight. Any living being that is killed by a kyoshi becomes a kyoshi spawn. [b]Zombie Lord:[/b] The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. [i]Create Greater Zombie[/i] spell, caster level 18th or higher. [b]Zombie Nazi:[/b] Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. Nazi zombies were (and are) created using “Gamma Gas.” Mad Scientist Mad Science ability DC 36 1-6 Days[b]Zombie Okokiyat:[/b] Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. [i]Create Okokiyat Zombie[/i] spell. Bokor's Create Zombi power. [b]Zombie Radiation:[/b] Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. [b]Zombie Revenant:[/b] Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. [i]Create Greater Zombie[/i] spell, caster level 15th to 17th. [b]Zombie Templar:[/b] The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. [i]Create Greater Zombie[/i] spell, caster level 11th or lower. [b]Zombie Toxic:[/b] Toxic zombies are fond of tossing opponents into the same toxic goo that created them. [b]Zombie Ultrasonic:[/b] Ultrasonic zombies are raised from the dead through… well, ultrasonics Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. Mad Scientist Mad Science ability DC 29 1-10 Hours [b]Zombie Video:[/b] Video zombies manifest from televisions that play far too many crappy horror movies. [b]Zombie:[/b] A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. If the subject dies of zombie fever, it rises as a zombie at the next midnight. An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. “Zombie” is a template that can be added to any corporeal creature other than an undead. Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. An ancient curse causes all those on a particular spot of ground to turn into zombies. For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. The zombie comes back because he’s really in love with somebody still alive. A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. A strange parasite reanimates corpses as vehicles to find and infect more hosts. Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. Through mental willpower alone, the dead are dragged back into life. The zombie in question gets really mad and comes back to avenge its killer(s). Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. Too much TV and videogames turns kids into zombies. No really. A malicious bokor reanimates the dead for his own purposes. Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. Awaken the Dead power. Zombie Fever disease. [b]Ghost:[/b] Awaken the Dead power. [b]Skeleton:[/b] Awaken the Dead power. [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? AWAKEN THE DEAD Psychokinesis (Con) Level: Psychokinetic 5 Display: Visual Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One dead creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 This power allows the manifester to animate the dead. The manifester can animate one HD of an undead corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. Using this power requires a Madness Check on the part of the manifester. CREATE GREATER ZOMBIE Necromancy [Evil] Level: Arcane 5, Divine 5 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 Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below. Caster Level Zombie Created 11th or lower Templar Zombie 12th–14th Fog Zombie 15th–17th Revenant Zombie 18th or higher Zombie Lord CREATE OKOKIYAT Necromancy [Evil] Level: Divine 2 Components: V, S, M Casting Time: Attack 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 okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. Casting this spell requires a Madness Check on the part of the caster. Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed. ZOMBIE FEVER Necromancy [Evil] Level: Arcane 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living. [/spoiler] [URL=http://www.drivethrurpg.com/product/24980/The-Book-of-Unremitting-Horror-d20-version?affiliate_id=17596]Book of Unremitting Horror[/URL][spoiler] [b]Blood Corpse:[/b] When a person dies in the grip of an addiction or need so strong that it overwhelms their thoughts and blots out their personality, the craving can sometimes hold the diseased spirit bound to the body. The first recorded blood corpses were dead Roman aristocrats, who perished weeping because they would never see the games, or watch slaves butcher an actor in a degenerate performance of The Bacchae. Blood corpses in the Middle Ages were often starving peasants, who died whining for a moldy crust of bread, or flagellant monks addicted to prayer and the pursuit of God. In later years, they arose when men and women addicted to drink or vice died in bedlam, their minds rotted by their insatiable desires. The blood corpses of the modern era (and there are many more than there used to be) are most likely to be the result of death through drug overdose, when an addict just could not cram enough sweet satisfaction into his veins. A blood corpse can result from any fatally compulsive behavior. There is even one straggle-haired horror, stalking the streets after dark and preying on happy women. Her bulimia killed her, and she now binges on hot blood instead of on chocolate bars. [b]Blossomer:[/b] For this, the demon needs a host, usually a high-ranking male member of the cult who is willing to die for the cause. The ritual only succeeds if the volunteer stays alive until he expires from blood loss; he must thus prepare himself thoroughly, whether by meditation, contemplation and privation, or with self-debasing excesses – drugs, drink, certain sex acts, and violence (traditions vary). Then, when his cult decides that it is time, he gives his life to his patron. The group places him on an altar and begins to eat his body, from the waist down, using only their teeth and fingernails. If the volunteer can survive the pain and shock to stay conscious and willing, his patron sends a demonic agent into the sacrifice’s body at the moment he is exsanguinated. The cult continues its feast until they have gobbled up everything below the ribcage, at which point, the corpse comes to life as a blossomer. [b]Strap Throat:[/b] Mary Beth, who spent her last years locked in a room, sympathizes with the lonely, the awkward and the isolated, and hates bullies so much that she came back from the grave to kill her own father. [/spoiler] [URL=http://www.drivethrurpg.com/product/12439/Dawning-Star-Helios-Rising?affiliate_id=17596]Dawning Star: Helios Rising[/URL][spoiler] [b]Information Ghost:[/b] Information ghosts are created when individuals with some connection to Red Truth have their minds destroyed by uncontrolled exposure to Red Truth. This can only happen under unusual circumstances, such as extended visits to Green Reach facility or other places where Red Truth bleeds over into our reality. It is almost impossible for yaom or psionicists to become information ghosts through their normal interactions with Red Truth. In areas where Red Truth is accessed repeatedly the barrier between it and this dimension sometimes weakens, allowing Red Truth to spill into our world and cause damage to those whose minds are unprepared. An information ghost is made up of the whole of the information stored within the brain of a psionicist who suffered terminal exposure to Red Truth. The victim's consciousness leaves their body as pure information which continues to exist in Red Truth, but cannot leave Red Truth or areas where it has invaded our reality without great difficulty. Information ghost is an inherited template that can be gained by any character who is a yaom, a dosai, or a psionicist and whose Wisdom is reduced to 0 through uncontrolled exposure to Red Truth. This can happen in areas where Red Truth bleeds over into our dimension, such as Green Reach. Under extremely trying conditions yaom looking into Red Truth can become information ghosts. This normally only occurs to yaom if their Wisdom is reduced to 0, they have no power points left, and are disabled or suffering from a fear condition. In such a situation the yaom must make a Will save (DC 15) to avoid becoming an information ghost. Some powerful yaom can will their minds into the form of an information ghost using advanced psionic abilities, but this power is extremely rare and only the most powerful yaom masters can do so. [b]Dosai Information Ghost Charismatic Hero 3/Smart Hero 2/Telepath 2 Green Reach Researcher Turned Information Ghost:[/b] ? [b]Kurlis Inromation Ghost Esoan Smart 3/Field Scientist 10/Telepath 2:[/b] When the final malfunction of the brainshock cannon occurred Kurlis was in the process of trying to physically restrain the vaasi-infected scientist who sabotaged the brainshock cannon and was attempting to fire it. Kurlis failed, and thus Green Reach was doomed. [b]Sheargus Information Ghost Dosai Charismatic Hero 5/Telepath 10:[/b] A dosai researcher at Green Reach, Sheargus ignored the warnings of his fellow researchers and probed the far reaches of Red Truth. What he found there no one is sure, but in the days before the vaasi fleet enter the Helios system Sheargus had a psychotic break during which killed several other researchers. Sheargus was incarcerated and awaiting psychological evaluation when the brainshock cannon malfunctioned. A powerful psionicist, Sheargus survived the transformation into an information ghost.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=195]d20 Evil Dead[/URL][spoiler] [b]Deadite:[/b] ? [b]Deadite Guardian:[/b] ? [b]Deadite Harpy:[/b] ? [b]Kandarian:[/b] "Kandarian" is a template that can be added to any object or creature. [b]Deadite Legless:[/b] ? [b]Deadite Nether-Beast Familiar:[/b] ? [b]Deadite Pig:[/b] ? [b]Deadite Possessed Limb:[/b] If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached. So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right? That's how it starts. [b]Deadite Queen:[/b] ? [b]Deadite Skeleton:[/b] ? [b]Deadite Skullbat:[/b] ? [b]Deadite Slavelord:[/b] Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord. [b]Deadite Tree:[/b] Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently. Trees. Just. Sit. There. [b]Deadite Warrior:[/b] ? [b]Deadite Zombie:[/b] Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks. If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=229]D20 Ghostbusters[/URL][spoiler] [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings that, 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.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=205]d20 Paranoia[/URL][spoiler] [b]Living Dead:[/b] “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system. [b]Living Dead Spawn:[/b] Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete [b]Master of the Living Dead:[/b] ?[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=202]d20 Shadowrun Core[/URL][spoiler] [b]Ghost:[/b] ? [b]Ghost Apparition:[/b] ? [b]Ghost Specter:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/17823/FourColor-to-Fantasy-Revised?affiliate_id=17596]Four Color to Fantasy Revised[/URL][spoiler] [b]Dark Decade Vampire:[/b] ? [b]The Vampire Prime:[/b] He claims to be the very first vampire. There is evidence to state that he has his origins in Asia, and was once a monk of some kind, already immortal through enlightenment before succumbing to the Dark Powers and becoming an undead monster. [b]Undead:[/b] If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. [b]Ghoul:[/b] If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days.[/spoiler] [URL=http://www.drivethrurpg.com/product/116477/Gaslight-Victorian-Fantasy-2nd-Edition-OGL-Edition?affiliate_id=17596]Gaslight Victorian Fantasy 1e[/URL][spoiler] [b]Vampire:[/b] new vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. [b]Skeleton:[/b] 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. [i]Animate Dead[/i] spell. [b]Zombie:[/b] A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). [i]Animate Dead[/i] spell. Animate Dead Necromancy [Evil] Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: 1 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 skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. 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 an Acolyte, 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler] [URL=http://www.drivethrurpg.com/product/19948/GODSEND-Agenda-D20-Conversion?affiliate_id=17596]Godsend Agenda[/URL][spoiler] [b]Undead:[/b] Animate Dead power. Animate Dead Charisma 8 Per Rank You can animate the dead and make them do your bidding! You can actively control a number of undead up to your Animate Dead levels plus Charisma modifier. The duration of this effect is equal to 1 hour per Animate Dead rank. A control roll must be made every round, or the undead may turn on you! Roll your Charisma versus a DC 12. The undead will obey orders to the letter (think carefully) and fight to the death (or, rather, destruction). This Power can be focused into a single corpse instead of many, and you may add one point to any Attribute, Wounds, Skill or Power for every Animate Dead rank plus Charisma modifier. The statistics for a typical undead are below. Undead Undead; Init –2 (Dex), Defense 8, (-2 Dex); Spd 10m; VP 0/10; Atk +0 melee (Claws 1D6+1), -2 ranges; SQ never takes stun; SV Fort +0, Ref –2, Will +5; SZ M; Str 10, Dex 7, Con 10, Wis 8, Cha 8. Skills: Climb +2, Listen +2, Move Silently +7, Search +4, Spot +7 [/spoiler] Green's Guide to Ghosts[spoiler] [b]Ghosts:[/b] The word “ghost” is actually a catchall term for many different types of supernatural manifestations. Clouding the waters even further, many ghost hunters and theologians have differing opinions on the nature of ghosts. Some believe that they are the souls of those who are somehow trapped here on earth and have yet to “cross over.” Others believe that ghosts are demons that appear to the living to sow confusion and religious doubt. Yet others believe that ghosts are naturally occurring ripples of strong emotions echoing from dimensions that intersect our own. One theory—the one I believe to be true—is that these locations or objects absorbed the psychic impressions of a person in the same way a room absorbs strong odors such as cigarette smoke. Those impressions linger long after the person has passed away, but are really nothing more than an echo of a strong emotional imprint. The other type of ghost—lost souls—are spirits whose mortal remains have expired but whose immortal souls have not passed on to the “undiscovered country”, the “next life”, “heaven”, or whatever you prefer to call it. Usually, they stay behind because of unfinished business. Commonly believed to be the disembodied spirit of a dead person or animal. Some assert that they are the lost souls of those who are somehow trapped here on Earth and have yet to “cross over” because they have not realized they are dead or due to an untimely death. Some religious experts believe that ghosts are demons that appear to the living in an effort to confuse and create doubt in an individual’s faith. Yet others believe that ghosts are naturally occurring echoes of strong emotions “recorded” in another dimension that intersects with our own. [b]Ghost Lost Soul:[/b] Lost souls are the spirits of those who die but are unable or unwilling to leave our plane of existence—usually because of some unfinished business, but in rare instances because of outside intervention. “Lost soul” is an inherited template that can be added to any recently deceased creature with Intelligence of 3 or greater. Lost souls manifest themselves in one of four classifications depending on the amount of their spiritual energy (as determined by hit dice, below) at the time of death. Manifestation of the last category, dominating spirit, requires additional circumstances as noted in the description. Manifestation (species) Initial HD Lesser manifestation 1-2 Poltergeist 3-4 ABE 5-6 Phantom 7+ Dominating Spirit* 7+ [b]Ghost Lost Soul Lesser Manifestation:[/b] ? [b]Ghost Lost Soul Poltergeist:[/b] ? [b]Ghost Lost Soul Atmospheric Balls of Energy:[/b] ? [b]Ghost Lost Soul Phantom:[/b] ? [b]Ghost Lost Soul Dominating Spirit:[/b] A dominating spirit is the lost soul of someone corrupted by great and infernal powers. In life, the person may have wielded forbidden arcane powers or committed vile, evil acts.[/spoiler] [URL=https://www.drivethrurpg.com/product/186070/Love-Witch?affiliate_id=17596]Love Witch[/URL][spoiler] [b]Skeleton:[/b] Necromancy feat. [b]Zombie:[/b] Necromancy feat. Necromancy [Atlantean Magic] You have mastered the art of bringing life to dead matter. Prerequisite: Int 13 Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.[/spoiler] [URL=http://www.drivethrurpg.com/product/11883/Modern-Maladies?affiliate_id=17596]Modern Maladies[/URL][spoiler] [b]Necroambulant Zombie:[/b] Anyone slain by the necroambulism affliction eventually rises again as a zombie. “Necroambulant Zombie” is a template that can be added to any corporeal creature other than an undead. Necroambulism disease. [b]Ghoul:[/b] Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. Necroambulism Necroambulism refers to the more appropriately named Walking-Dead Disease, since anyone slain by the affliction eventually rises again as a zombie. Early symptoms of necroambulism include a loss of coordination, fatigue, and the slow degradation of physical health. The viral strain that causes necroambulism spreads through direct contact with infected creatures or other objects such as clothing. No known cure exists. Incubation Period: 1d8 days Initial Damage: Ability Damage (1d2 Dex), Fatigue Secondary Damage: Ability Damage (1d2 Con, 1 Dex) Recovery: 2 (once/day) [/spoiler] Psi Watch[spoiler] [b]Gravedigger:[/b] Project Gravedigger began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, government medics were able to successfully “reactivate” a human corpse, replacing damaged and decayed tissue with cybernetic analogues, producing a humanoid fighting machine for a fraction of the cost of producing a combat android and writing a working AI source code. [/spoiler] [URL=http://www.drivethrurpg.com/product/51230/The-Imperial-Age-British-India?affiliate_id=17596]Imperial Age British India[/URL][spoiler] [b]Bhuta:[/b] Bhutas are evil ghosts, the restless soul of someone who died for his crimes or was killed in a way abhorrent to his religion (such as suicide). [b]Pishacha:[/b] ? [b]Pishacha Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Vetala:[/b] Vetalas are vampiric wraiths created when the body of a Hindu is not given a proper burial (cremation). [/spoiler] [URL=http://www.drivethrurpg.com/product/2161/Darwins-World-2-Terrors-of-the-Twisted-Earth?affiliate_id=17596]Terrors of the Twisted Earth 2e[/URL][spoiler] [b]Screamer:[/b] Screamers are said to be the long-dead corpses of the Ancients, animated by some unknown phenomenon of radiation. Screamers were once people, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch. [b]Zombie Plague:[/b] Plague zombies are horrific undead creatures, reanimated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost. The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country. As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days... An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie. Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure. [/spoiler] [URL=http://www.drivethrurpg.com/product/54275/The-Imperial-Age-Grimoire?affiliate_id=17596]Imperial Age Grimoire[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. [b]Zombie:[/b] [i]Animate Dead[/i] spell. A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. [b]Zombie Liquefied:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Vampire:[/b] [i]Create Undead[/i] spell. [b]Ash Wraith:[/b] [i]Create Undead[/i] spell. [b]Spirit:[/b] [i]Create Undead[/i] spell. Animate Dead Necromancy [Evil] Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: Attack 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 the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead. The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: Purchase DC 15 + 1 per 2 HD of the undead. Create Undead Necromancy [Evil] Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation. You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control. This incantation must be cast at night. Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magick of the spell turns the gem into a worthless shell. Experience Point Cost: 100 XP. Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain. [/spoiler] [URL=http://www.drivethrurpg.com/product/50829/The-Imperial-Age-Victorian-Monstrosities?affiliate_id=17596]Imperial Age Victorian Monstrosities[/URL][spoiler] [b]The Beggarwoman:[/b] An elderly disabled woman begs for a night’s rest at a castle. Although the Marquise accommodates her, the Marquis comes home and makes her move behind a stove. The woman accidentally slips and fatally injures herself. Years later, the spirit of the Beggarwoman returns to haunt the castle. One of the most disturbing elements of this story is the excessive nature of the vengeance for the harm caused. While the Marquis was a bit inhospitable, he did allow a stranger to stay in his house. His insistence on her moving caused her to fall, but it was an accident. He did not realise the extent of her injury and he certainly didn’t intend for her to die. In return, the Beggarwoman’s spirit returns several years later. [b]The Scorned Woman:[/b] Reginald Hempworth was a young gentleman that fell in love with a country girl while keeping an eye on his investments in the wool industry. Although of a different class and station, Reginald assured the young Clarissa that they would be together. He planned on moving to France or possibly America, where only their money, not their breeding would matter. Unfortunately, Reginald was not very good at management and he incurred a large gambling debt. Fortunately, he was offered another woman’s hand in marriage, one with a dowry large enough to pay off Reginald’s debt and get his investments back on their feet. While he loved Clarissa dearly, he could not afford to pass up this opportunity. With a heavy heart, he told Clarissa of his engagement while they were in his carriage. Clarissa did not take well to the news. Angry and hysterical, she flung open the carriage door and fled into the rain. Reginald tried to stop her, but to his horror she had flung herself over a cliff. Luckily for Reginald, a passerby saw Clarissa leap over the edge unaided which kept Reginald out of official trouble. Reginald married and enjoyed two decades with his wife and their children before the Scorned Woman first appeared. She was the spitting image of Clarissa, although in ghostly form. [b] Brunhilda Vampiric Charismatic Ordinary 4:[/b] Brunhilda dies at an early age. Her husband, Lord Walter, never gets over her death, even though he remarried and had two children with his new wife. Walter spends a lot of time at her gravesite and one day encounters a sorcerer (more likely a necromancer) while grieving there. The sorcerer hears his wish for her to return, but although he warns Walter that Brunhilda would not be happy he consents to resurrect her. [b] The Black Widow Vampire Dedicated Ordinary 4:[/b] Unfortunately, Viola had another suitor, Arturo, a local man that had just returned from army service. Arturo demanded that Vittorio annul the marriage. When Vittorio refused, Arturo drew his revolver and demanded satisfaction. Viola tried to intervene and Arturo’s revolver fired, killing Viola on the spot. Arturo fled while Vittorio grieved for his dead bride. Vittorio was inconsolable and refused to sculpt. His patron, upset that Vittorio was leaving much of his promised work unfinished, employed a sorcerer for assistance. The sorcerer confronted Vittorio and told him that he could raise Viola from the dead and that she would remain beautiful forever. She would also remain very much in love with Vittorio. In disbelief, Vittorio agreed to allow the sorcerer to summon her. To his delightful surprise, Vittorio was reunited with his beloved Viola. [b] Demon of the Night Lich Smart Hero 3/Mage 6:[/b] While considered a lich, the Demon of the Night was cursed into its current form rather than achieved it through study. The story contains a strange character, Canon Alberic, who lived in the late seventeenth century. He seems to be an astrologist (or hermetic disciple) and he apparently tore up Church books in order to make a scrapbook. The Demon of the Night appeared at this time and Canon Alberic died in his bed under mysterious circumstances. The Demon is interested in keeping the scrapbook and haunts the current owner of the tome (one can surmise that the church guardian took the book from the church, which caused the Demon to come after him). The statistics below presume that Canon Alberic has been transformed into the Demon of the Night. He is cursed to watch over his scrapbook and ensure that it never leaves the shadow of the old church for long. [b] The Tattered Storyteller Revenant Charismatic Ordinary 8:[/b] ? [b]Human Zombie:[/b] A night mail coach accident nine years previous that ended with the death of all passengers. [b] Carmilla Vampire Charismatic Hero 6:[/b] She died at a young age, herself the victim of an unidentified vampire. [b]Vampire:[/b] While most women she feeds on die within a week, Carmilla is also known to fall in love with some of her prey and keeps them around much longer. They will eventually succumb, however, and turn into a vampire like Carmilla (the novella insinuates that those killed quickly do not raise as vampires, but this is never explicitly stated). [b] Sir Nicolas Rathbane Vampire Smart Hero 3/Charismatic Hero 3:[/b] ? [b] Dracula Vampire Charismatic Hero 8/Strong Hero 4/Dedicated Hero 4:[/b] The Transylvanian Count was a sorcerer that used black magick to become a vampire. [b] Katerina The Baroness Vampire Charismatic Hero 10/Personality 10:[/b] The Baroness’ origins are shrouded in mystery. [b]Lord Ruthven Vampire Charismatic Hero 8:[/b] ? [b]Varney Vampire Fast Hero 3/Swashbuckler 5/Charismatic Hero 2:[/b] Sir Francis Varney began life as Mr. Mortimer, a Crown supporter that helped members of English royalty escape to Holland during the English Civil War. He was shot and killed by one of Cromwell’s soldiers just after he’d accidentally killed his own son in a fit of rage. As he was dying, he heard a voice that told him he would be cursed for killing his son. Two years later, Mr. Mortimer rose from his grave as a vampire. [b]Lich:[/b] A lich is an undead magickal practitioner (such as a Hermetic Disciple or Medium) that has used magick to unnaturally extend its life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see The Lich’s Phylactery, below. The Lich's Phylactery An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, normally through a powerful, secret Incantation. 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.[/spoiler] [URL=https://www.drivethrurpg.com/product/142979/The-Three-Lives-of-Fantomah-Daughter-of-the-Pharaohs?affiliate_id=17596]The Three Lives of Fantomah: Daughter of the Pharaohs[/URL][spoiler] [b]Lich:[/b] Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. [b]Undead:[/b] Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. [b]Vampire:[/b] Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead. [b]Ghoul:[/b] Legend holds that the first undead creatures came into being when Set tried to make amends with Isis by combining forces with her to restore Osiris to life, using her magic and his knowledge of the forces that dwell in the chaotic outer reaches of existence. The dead husk rampaged across the world for days, before the Lord of Water and Fire grew angry at the noise and shattered it, causing it to break into the first liches, vampires, ghouls, and the other kinds of undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/20877/THRILLING-TALES-Omnibus-Edition?affiliate_id=17596]Thrilling Tales Omnibus Edition[/URL][spoiler] [b]Vampire Smart Villain 7 Otto Von Ubel:[/b] Von Übel was a Prussian noble who was wounded during the Napoleonic Wars, as he lay dying on the battlefield, he fell victim to the predations of a vampire. The vampire, whose name Von Übel never learned, was a weak creature, more content with scavenging battlefields than in hunting his own prey -- Von Übel used his dying effort to kill the creature, but not before it had worked its terrible magic. Otto Von Übel rose again as a creature of the night. [b]Vampire Strong Ordinary 2:[/b] Von Übel is served by a group of lesser vampires that he has created.[/spoiler] Year of the Zombie[spoiler] [b]Classic Zombie:[/b] The Classic Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Common Zombie Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Sprinter Zombie:[/b] The Sprinter Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Sprinter Zombie Fast Ordinary 2:[/b] ? [b]Child Zombie:[/b] The Child Zombie template is applied to any human with the child template who dies with an intact brain during the Rising. [b]Frenzied Zombie:[/b] The Frenzied Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Frenzied Zombie Tough Ordinary 4:[/b] ? [b]Enhanced Memory Zombie:[/b] These are the ones who have regained some knowledge of their former selves, either because of extensive training, repeated actions, or something that was very important to the person before they Rose again. Most Enhanced Memory Zombies are former military, remembering the basics of weapon use. Some have been policemen or others who died with a vitally important task undone (not something simple, such as getting the cat out of the garage). [b]Enhanced Memory Zombie Fast Hero 1/Smart Hero 4:[/b] ? [b]Trained Zombie:[/b] Some zombies are “trained,” by the immoral or the insane, to perform certain tasks. Training is most often done through repeated moves, with negative reinforcement delivered via electroshock and positive reinforcement being rewarded with a live victim. Though zombies do not appear to feel pain from injuries, electrical shocks delivered to the spine or brain appear to hurt them. Eyelids are commonly cut away, and often an implant is placed into the skull to deliver an electric shock that will temporarily overload the zombie’s motor control center. The Trained Zombie template may be applied to any existing zombie. [b]Trained Zombie Classic Zombie Strong Hero 1/Tough Hero 1:[/b] ?[/spoiler] Year of the Zombie Marauders [spoiler] [b]Zombie Mob:[/b] ? [/spoiler] [/spoiler] [/QUOTE]
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