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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945145" data-attributes="member: 2209"><p><strong>Other d20 Systems</strong></p><p></p><p>Other d20 Systems[spoiler]</p><p></p><p>13th Age</p><p>[spoiler]</p><p></p><p>13th Age Cumulative[spoiler]</p><p><strong>Undead:</strong> White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. (13th Age Core Book)</p><p>The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife. (13th Age Core Book)</p><p>When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary)</p><p>When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary)</p><p>When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary)</p><p>When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. (13th Age Bestiary)</p><p>Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. (13 True Ways)</p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. (13 True Ways)</p><p>If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. (Book of Loot)</p><p>The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead. (The Book of Ages)</p><p>They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead. (The Book of Ages)</p><p>Necroblast Sorcerer or Wizard talent. (The Book of Ages)</p><p><strong>Undead:</strong> Bar-en-Huil is long buried, so no-one knows if it’s a city or a town or some other structure. It’s a ruin, many Ages old, that covers the lower western slopes of Claw Peak. The bizarre landslides caused by the hellhole sometimes lift away the rubble that entombs the ruined city, making it possible to explore the ruins of Bar-en-Huil for brief periods until the rocks fall on it again. Undead—perhaps awoken by the proximity of the hellhole—drift through the streets, mourning their lost city. (The Book of Demons)</p><p>Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. (The Book of Demons)</p><p>Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. (13th Age Glorantha)</p><p>If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. </p><p>Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. (13th Age Glorantha)</p><p>The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. (13th Age Glorantha)</p><p>Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. (13th Age Glorantha)</p><p>Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. (13th Age Glorantha)</p><p>Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. (13th Age Glorantha)</p><p>Deathless Champion power of the Heart of Death artifact. (Loot Harder: A Book of Treasures)</p><p>Peer of the Realm of Death Epic power of the Heart of Death artifact. (Loot Harder: A Book of Treasures)</p><p><strong>Argir the Undead:</strong> The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being. (Gods and Icons)</p><p><strong>Bat Wraith Bat:</strong> ?</p><p><strong>Bone Dervish:</strong> ?</p><p><strong>Bone Dervish Puppet:</strong> Bone Dervish's Raise Minion power. (The Book of Ages)</p><p><strong>Breathstealer Cat:</strong> ?</p><p><strong>Breathstealer Thrall:</strong> If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall.</p><p>Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time. (The Book of Ages)</p><p><strong>Dybbuk:</strong> Dybbuks are the souls of the dead who wish to continue living in warm bodies. (13th Age Bestiary)</p><p><strong>Evil Overlord Undead Horror:</strong> ?</p><p><strong>Flower of Unlife Death Blossom:</strong> When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways)</p><p>When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways)</p><p><strong>Flower of Unlife Lich Flower:</strong> When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways)</p><p>When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways)</p><p><strong>Ghiama:</strong> Ghiama: She still hasn’t forgiven the vampires for making her white head undead. (Gods and Icons) </p><p><strong>Ghost:</strong> Somebody once died while riding on a friend’s shoulders, and their ghost haunts the saddleback pauldrons. The phantom seeks to complete unfinished business, and that means joining up with the Crusader’s forces on a foolhardy mission. (Loot Harder: A Book of Treasures)</p><p><strong>Ghost of Moth:</strong> ?</p><p><strong>Ghost Paladin's Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. (13th Age Core Book) </p><p>Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. (13th Age Bestiary)</p><p>Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. (13th Age Bestiary)</p><p>Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. (13th Age Bestiary)</p><p>Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. (13th Age Bestiary)</p><p>Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. (13th Age Bestiary)</p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. (13th Age Bestiary)</p><p><strong>Ghoul Fleshripper:</strong> ?</p><p><strong>Ghoul Ghast:</strong> Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. </p><p>An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. (13th Age Bestiary)</p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. (13th Age Bestiary)</p><p><strong>Ghoul Giant:</strong> ?</p><p><strong>Ghoul Gravemeat:</strong> ?</p><p><strong>Ghoul Great Ghoul's Maw:</strong> ?</p><p><strong>Ghoul Great Ghoul's Shadow:</strong> If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow. (Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview)</p><p><strong>Ghoul Greater Summoned Ghoul:</strong> ?</p><p><strong>Ghoul Hog-Ghoul:</strong> Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest. (The Book of Ages)</p><p><strong>Ghoul Licklash:</strong> ?</p><p><strong>Ghoul Newly-Risen Ghoul:</strong> ?</p><p><strong>Ghoul Pusbuster:</strong> ?</p><p><strong>Ghoul Starving Ghoul:</strong> ?</p><p><strong>Ghoul Summoned Ghoul:</strong> <em>Summon Horror</em> 3rd level spell. (13 True Ways)</p><p><strong>Gold King:</strong> The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead. (The Book of Ages)</p><p>The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves. (The Book of Ages)</p><p><strong>Great Ghoul, Ghoul King:</strong> The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world. (The Book of Ages)</p><p><strong>Haunted Skull:</strong> ?</p><p><strong>Haunted Skull Watch Skull:</strong> Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. (13th Age Bestiary)</p><p><strong>Haunted Skull Slime-Skull:</strong> The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. (13th Age Bestiary)</p><p>If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. (13th Age Bestiary)</p><p><strong>Haunted Skull Jest Bones:</strong> Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. (13th Age Bestiary)</p><p><strong>Haunted Skull Screaming Skull:</strong> ?</p><p><strong>Haunted Skull Flaming Skull:</strong> Beings whose great passions anchor them to their mortal remains can become flaming skulls. (13th Age Bestiary)</p><p><strong>Haunted Skull Black Skull:</strong> Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. (13th Age Bestiary)</p><p><strong>Haunted Skull Skull of the Beast:</strong> ?</p><p><strong>Headless Archer:</strong> Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. (13th Age Glorantha)</p><p><strong>Headless Battered Headless Skeleton:</strong> Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows. (13th Age Glorantha)</p><p><strong>Headless Destroyer:</strong> ?</p><p><strong>Headless Ghost:</strong> This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. (13th Age Glorantha)</p><p><strong>Headless Great Headless Ghost:</strong> A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. (13th Age Glorantha)</p><p><strong>Headless Harrier:</strong> Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far. (13th Age Glorantha)</p><p><strong>Headless Skeleton:</strong> Acolyte of Than Compel the Dead ability. (13th Age Glorantha)</p><p><strong>Headless Superior Temple Guardian:</strong> Priests live on in this form, retaining little humanity other than bloodthirstiness.</p><p><strong>Headless Temple Guardian:</strong> An acolyte continues to protect their temple in this perverted form of “afterlife.” (13th Age Glorantha)</p><p><strong>Headless Warrior:</strong> Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. (13th Age Glorantha)</p><p><strong>Headless Zombie:</strong> Acolyte of Than Compel the Dead ability. (13th Age Glorantha)</p><p><strong>Headless Zombie Initiate:</strong> ?</p><p><strong>Lich:</strong> As the Wizard King, the Lich King killed the White, and he takes inordinate pleasure in turning evil dragons into liches. (13th Age Core Book)</p><p>When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. (13th Age Bestiary)</p><p>The Fine Art of Phylactery (13th Age Bestiary)</p><p>The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. (13th Age Bestiary)</p><p>Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. (13th Age Bestiary)</p><p>Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? (13th Age Bestiary)</p><p>Wealthy lords would hire the best alchemists and necromancers to turn them into liches. (The Book of Ages)</p><p>Those previous Diabolists in their tombs in the Cairnwood? Ever hear of better candidates for retroactive lichdom? (The Book of Demons)</p><p><strong>Lich, The Alchemist:</strong> Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King. (The Book of Ages)</p><p><strong>Lich Count:</strong> Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. (13th Age Bestiary)</p><p><strong>Lich Dragon-Lich, The White:</strong> If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? (The Book of Ages)</p><p><strong>Lich King:</strong> Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. (13 True Ways)</p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. (13 True Ways)</p><p>If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? (The Book of Ages)</p><p>Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King. (The Book of Ages)</p><p>Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil. (The Book of Ages)</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Lich Prince:</strong> To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. (13th Age Bestiary)</p><p><strong>Mummy:</strong> Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. (13 True Ways)</p><p><strong>Necromage:</strong> Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope. (The Book of Ages)</p><p><strong>Primordial Giant Skeleton:</strong> Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis. (The Book of Ages)</p><p><strong>Primordial Giant Skeleton Snapping Skull:</strong> Primordial Giant Skeleton's Skull Bowling power. (The Book of Ages)</p><p><strong>Ratbone Twist:</strong> Ratfolk Bone Shaman Bone-Curse power. (The Book of Ages)</p><p><strong>Rootwight:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Blackamber Legionnaire:</strong> ?</p><p><strong>Skeleton Blackamber Skeletal Captain:</strong> ?</p><p><strong>Skeleton Blackamber Skeletal Champion:</strong> ?</p><p><strong>Skeleton Blackamber Skeletal Legionnaire:</strong> The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. (13th Age Core Book)</p><p><strong>Skeleton Blackamber Skeletal Warrior:</strong> ?</p><p><strong>Skeleton Blackamber Skeleton:</strong> ?</p><p><strong>Skeleton Crumbling Skeleton:</strong> ?</p><p><strong>Skeleton Decrepit Skeleton:</strong> Boneservant wondrous item. (Book of Loot)</p><p><strong>Skeleton Just-Ripped-Free Skeletal Mook:</strong> <em>The Bones Beneath</em> spell. (13 True Ways)</p><p><strong>Skeleton Skeletal Doorman:</strong> ?</p><p><strong>Skeleton Skeletal Hound:</strong> ?</p><p><strong>Skeleton Skeletal Minion:</strong> ?</p><p><strong>Skeleton Skeleton Archer:</strong> ?</p><p><strong>Skeleton Troll Skeleton:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Specter:</strong> A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. (13 True Ways)</p><p>Each specter has a terrible tale behind its creation. (13 True Ways)</p><p><strong>Specter Dread Specter:</strong> ?</p><p><strong>Undead Arm:</strong> ?</p><p><strong>Undead Celestial:</strong> The last of the hellhole’s flying realms was shattered by a test firing of Azgarrak’s death ray. Now, it’s a burning ring of smaller flying rocks, where the scorched undead remains of celestials battle with both their surviving former compatriots, and the demonic hordes from the Fortress of the Balor who press on towards the edge of the overworld. (The Book of Demons)</p><p><strong>Undead Corsair:</strong> These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or: (The Book of Ages)</p><p>• Add vulnerability: holy (The Book of Ages)</p><p>• Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye! (The Book of Ages)</p><p><strong>Undead Corsair Marine:</strong> ?</p><p><strong>Undead Dragon:</strong> Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons. (Gods and Icons)</p><p>Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles. (Gods and Icons)</p><p><strong>Undead Dragon-Golem Justicar:</strong> Using magic taken from the Necromancers of the Fangs. (The Book of Ages)</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Undead Giant:</strong> ?</p><p><strong>Undead Head:</strong> Acolyte of Thanatari Create Magic Head ability. (13th Age Glorantha)</p><p><strong>Undead Killer Whale:</strong> ?</p><p><strong>Underhome Shade:</strong> Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still. (The Book of Ages)</p><p><strong>Vampire:</strong> Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). (The Book of Ages)</p><p><strong>Vampire, Baron Von Vorlatch:</strong> ?</p><p><strong>Vampire, Count Hans d'Orlac:</strong> ?</p><p><strong>Vampire, Dancer in the Dark:</strong> ?</p><p><strong>Vampire, Vivamort, Chaos God of Vampires:</strong> ?</p><p><strong>Vampire Drow Vampire:</strong> ?</p><p><strong>Vampire Feral Vampire:</strong> ?</p><p><strong>Vampire Ichor Vampire:</strong> Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood. (The Book of Ages)</p><p><strong>Vampire Masterless Vampire Spawn:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Vampire Spawn of the Master:</strong> ?</p><p><strong>Wendigo:</strong> Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. (13th Age Bestiary)</p><p>These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. (13th Age Bestiary)</p><p>Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. (13th Age Bestiary)</p><p>The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid. (13th Age Bestiary)</p><p><strong>Wendigo Spirit:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wight Summoned Wight:</strong> <em>Summon Horror</em> 5th level spell. (13 True Ways)</p><p><strong>Wight Summoned Barrow Wight:</strong> <em>Summon Horror</em> 7th level spell. (13 True Ways)</p><p><strong>Wight Summoned Greater Wight:</strong> <em>Summon Horror</em> 9th level spell. (13 True Ways)</p><p><strong>Wraith:</strong> ?</p><p><strong>Wraith Mind-Eater Wraith:</strong> Mind-Eater Wraiths made from broken rings. (The Book of Ages)</p><p><strong>Wraith Summoned Greater Wraith:</strong> <em>Summon Wraith</em> 9th level spell. (13 True Ways)</p><p><strong>Wraith Summoned Wraith:</strong> <em>Summon Wraith</em> 5th level spell. (13 True Ways)</p><p><strong>Zombie:</strong> Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies. (13th Age Core Book)</p><p>There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. (13 True Ways)</p><p>Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). (The Book of Ages)</p><p>Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. (The Book of Demons)</p><p><strong>Zombie Beast:</strong> ?</p><p><strong>Zombie Big Zombie:</strong> ?</p><p><strong>Zombie Cultist:</strong> By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain. (13th Age Glorantha)</p><p>Acolyte of Than Compel the Dead ability. (13th Age Glorantha)</p><p><strong>Zombie Dark Troll Zombie:</strong> Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. (13th Age Glorantha)</p><p><strong>Zombie Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:</strong> ?</p><p><strong>Zombie Giant:</strong> ?</p><p><strong>Zombie Giant Zombie:</strong> ?</p><p><strong>Zombie Headless Zombie:</strong> The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. (13 True Ways)</p><p><strong>Zombie Human Zombie:</strong> ?</p><p><strong>Zombie Hybrid Zombie:</strong> These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. (13th Age Glorantha)</p><p><strong>Zombie Ice Zombie:</strong> The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. (13th Age Bestiary)</p><p><strong>Zombie Minion:</strong> ?</p><p><strong>Zombie of the Silver Rose:</strong> They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. (13 True Ways)</p><p><strong>Zombie Pathetic Zombie Goblin:</strong> ?</p><p><strong>Zombie Pirate Captain:</strong> Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege. (The Book of Ages)</p><p><strong>Zombie Putrid Zombie:</strong> ?</p><p><strong>Zombie Shuffler:</strong> ?</p><p><strong>Zombie Swine Monster:</strong> ?</p><p></p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118994/13th-Age-Core-Book?affiliate_id=17596" target="_blank">13th Age Core Book</a>[spoiler]</p><p><strong>Undead:</strong> White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. </p><p>The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife.</p><p><strong>Ghoul:</strong> Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. </p><p><strong>Lich:</strong> As the Wizard King, the Lich King killed the White, and he takes inordinate pleasure in turning evil dragons into liches. </p><p><strong>Lich King:</strong> ?</p><p><strong>Newly-Risen Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Decrepit Skeleton:</strong> ?</p><p><strong>Skeletal Hound:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Blackamber Skeletal Legionnaire:</strong> The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. </p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Spawn of the Master:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies </p><p><strong>Zombie Shuffler:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Big Zombie:</strong> ?</p><p><strong>Giant Zombie:</strong> ?</p><p><strong>Pathetic Zombie Goblin:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/133681/13th-Age-Bestiary?affiliate_id=17596" target="_blank">13th Age Bestiary</a>[spoiler]</p><p><strong>Wraith Bat:</strong> ?</p><p><strong>Dybbuk:</strong> Dybbuks are the souls of the dead who wish to continue living in warm bodies. </p><p><strong>Ice Zombie:</strong> The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. </p><p><strong>Ghoul:</strong> Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. </p><p>Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. </p><p>Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. </p><p>Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. </p><p>Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. </p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. </p><p><strong>Ghast:</strong> Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. </p><p>An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. </p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. </p><p><strong>Gravemeat:</strong> ?</p><p><strong>Ghoul Fleshripper:</strong> ?</p><p><strong>Ghoul Licklash:</strong> ?</p><p><strong>Ghoul Pusbuster:</strong> ?</p><p><strong>Haunted Skull:</strong> ?</p><p><strong>Watch Skull:</strong> Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. </p><p><strong>Slime-Skull:</strong> The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. </p><p>If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. </p><p><strong>Jest Bones:</strong> Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. </p><p><strong>Screaming Skull:</strong> ?</p><p><strong>Flaming Skull:</strong> Beings whose great passions anchor them to their mortal remains can become flaming skulls. </p><p><strong>Black Skull:</strong> Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. </p><p><strong>Skull of the Beast:</strong> ?</p><p><strong>Undead:</strong> When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. </p><p>When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. </p><p>When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. </p><p>When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. </p><p><strong>Lich:</strong> When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. </p><p>The Fine Art of Phylactery </p><p>The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. </p><p>Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. </p><p>Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? </p><p><strong>Lich Count:</strong> Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. </p><p><strong>Lich Prince:</strong> To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. </p><p><strong>Wendigo:</strong> Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. </p><p>These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. </p><p>Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. </p><p>The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid.</p><p><strong>Wendigo Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/142229/13-True-Ways?affiliate_id=17596" target="_blank">13 True Ways</a>[spoiler]</p><p><strong>Skeletal Minion:</strong> ?</p><p><strong>Crumbling Skeleton:</strong> ?</p><p><strong>Putrid Zombie:</strong> ?</p><p><strong>Starving Ghoul:</strong> ?</p><p><strong>Masterless Vampire Spawn:</strong> ?</p><p><strong>Blackamber Skeletal Warrior:</strong> ?</p><p><strong>Just-Ripped-Free Skeletal Mook:</strong> <em>The Bones Beneath</em> spell.</p><p><strong>Summoned Ghoul:</strong> <em>Summon Horror</em> 3rd level spell. </p><p><strong>Summoned Wight:</strong> <em>Summon Horror</em> 5th level spell.</p><p><strong>Summoned Barrow Wight:</strong> <em>Summon Horror</em> 7th level spell.</p><p><strong>Summoned Greater Wight:</strong> <em>Summon Horror</em> 9th level spell.</p><p><strong>Summoned Wraith:</strong> <em>Summon Wraith</em> 5th level spell.</p><p><strong>Summoned Greater Wraith:</strong> <em>Summon Wraith</em> 9th level spell.</p><p><strong>Death Blossom:</strong> When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. </p><p>When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. </p><p><strong>Lich Flower:</strong> When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. </p><p>When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. </p><p><strong>Mummy:</strong> Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. </p><p><strong>Specter:</strong> A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. </p><p>Each specter has a terrible tale behind its creation. </p><p><strong>Dread Specter:</strong> ?</p><p><strong>Zombie:</strong> There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. </p><p><strong>Zombie Beast:</strong> ?</p><p><strong>Zombie of the Silver Rose:</strong> They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. </p><p><strong>Headless Zombie:</strong> The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. </p><p><strong>Undead:</strong> Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. </p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. </p><p><strong>Lich King:</strong> Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. </p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. </p><p></p><p>3rd Level Spells </p><p>The Bones Beneath </p><p>Ranged spell Daily </p><p>Target: One nearby mook (and hence, its mob) </p><p>Attack: Intelligence + Level vs. PD </p><p>Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. </p><p>Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. </p><p>5th level spell </p><p>7d12 damage. </p><p>7th level spell </p><p>2d6 x 10 damage. </p><p>9th level spell </p><p>2d10 x 10 damage. </p><p>Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below. </p><p>The new mooks take their turn immediately after your turn. </p><p>It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell. </p><p></p><p>Summon Horror (3rd level+) </p><p>Ranged spell Daily </p><p>Effect: You summon a ghoul, as per the summoning rules on page 11. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. </p><p>As you cast the spell at higher levels, the creature you summon varies, as shown below. The stats for each creature are shown below. </p><p>5th level spell </p><p>You can now summon a wight. </p><p>7th level spell </p><p>You can now summon a barrow wight. </p><p>9th level spell </p><p>You can now summon a greater wight. </p><p></p><p>Summon Wraith (5th level+) </p><p>Ranged spell Daily </p><p>Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. </p><p>As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions of the wraith summoned by the spell are listed below. </p><p>7th level spell </p><p>You can now summon two wraiths. </p><p>9th level spell </p><p>You can now summon two greater wraiths. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/142232/The-Book-of-Loot?affiliate_id=17596" target="_blank">Book of Loot</a>[spoiler]</p><p><strong>Undead:</strong> If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. </p><p><strong>Decrepit Skeleton:</strong> Boneservant wondrous item.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229196/Lions--Tigers--Owlbears-The-13th-Age-Bestiary-2-preview?affiliate_id=17596" target="_blank">Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview</a>[spoiler]</p><p><strong>Summoned Ghoul:</strong> ?</p><p><strong>Great Ghoul's Maw:</strong> ?</p><p><strong>Greater Summoned Ghoul:</strong> ?</p><p><strong>Great Ghoul's Shadow:</strong> If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/263368/Loot-Harder-A-Book-of-Treasures?affiliate_id=17596" target="_blank">Loot Harder: A Book of Treasures</a>[spoiler]</p><p>13th Age</p><p><strong>Undead:</strong> Deathless Champion power of the Heart of Death artifact.</p><p>Peer of the Realm of Death Epic power of the Heart of Death artifact.</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Ghost of Moth:</strong> ?</p><p><strong>Paladin's Ghost:</strong> ?</p><p><strong>Ghost:</strong> Somebody once died while riding on a friend’s shoulders, and their ghost haunts the saddleback pauldrons. The phantom seeks to complete unfinished business, and that means joining up with the Crusader’s forces on a foolhardy mission.</p><p><strong>Skeletal Doorman:</strong> ?</p><p><strong>Vampire, Count Hans d'Orlac:</strong> ?</p><p></p><p><strong>Lich King:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>THE HEART OF DEATH</p><p>A black pendant made from an organ taken from a corpse, what could go wrong?</p><p>Artifact description: This black wrinkled leathery lump is the mummified remains of somebody’s heart.</p><p>History: The heart wants to end the world (what were you expecting?). It has been tied to disasters, plagues, the unleashing of monsters, and acts of magic that have threatened reality itself. Every time an age comes to a catastrophic end, the heart always seems to be at least tangentially involved. Legend says that it was the Lich King’s, but how can that be true?</p><p>Icon relationships: Lich King (positive), Emperor (negative), Orc Lord (negative), the Three (negative).</p><p>Adventurer</p><p>Fearless: You are immune to the fear condition. Quirk: Not disgusted by dead things.</p><p>Undying: (quick action – recharge 6+ after use): Gain temporary hit points equal to the level of the highest-level undead in the battle (the last mook of a mob doesn’t count; double strength or large counts as double its level; huge, triple-strength, or stronger counts as triple its level). Quirk: Aware of the fragility of life, and the strength of the undead.</p><p>Champion</p><p>Deathless: The next time you die (only), immediately regain full hit points, and your creature type become undead. Quirk: ‘Dead’ and ‘alive’ are just labels, ones that no longer concern you.</p><p>Life-drinker (1/day): When a nearby creature (including you) takes negative energy damage, heal using a free recovery.</p><p>Quirk: Helps others understand that death can sometimes be welcome.</p><p>Epic</p><p>Peer of the Realm of Death (1/level): When an ally dies, activate this power. During your next rest, permanently reduce your maximum recoveries by 1 to return that ally to “life,” if they are willing. Their creature type becomes undead and they gain vulnerability: holy. They must also change one of their icon relationships to be with the Lich King, if one wasn’t already.</p><p>Quirk: Keeps their friends close.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/263366/The-Book-of-Ages?affiliate_id=17596" target="_blank">The Book of Ages</a>[spoiler]</p><p><strong>Undead:</strong> The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead.</p><p>They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead.</p><p>Necroblast Sorcerer or Wizard talent.</p><p><strong>Lich King:</strong> If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King?</p><p>Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King.</p><p>Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil.</p><p><strong>Dragon-Lich, The White:</strong> If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King?</p><p><strong>Evil Overlord Undead Horror:</strong> ?</p><p><strong>Undead Dragon-Golem Justicar:</strong> Using magic taken from the Necromancers of the Fangs.</p><p><strong>Primordial Giant Skeleton:</strong> Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis.</p><p><strong>Snapping Skull:</strong> Primordial Giant Skeleton's Skull Bowling power.</p><p><strong>Undead Giant:</strong> ?</p><p><strong>Underhome Shade:</strong> Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still.</p><p><strong>Ichor Vampire:</strong> Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood.</p><p><strong>Feral Vampire:</strong> ?</p><p><strong>Breathstealer Cat:</strong> ?</p><p><strong>Breathstealer Thrall:</strong> If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall.</p><p>Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time.</p><p><strong>Blackamber Skeletal Captain:</strong> ?</p><p><strong>Blackamber Skeletal Champion:</strong> ?</p><p><strong>Blackamber Skeleton:</strong> ?</p><p><strong>Bone Dervish:</strong> </p><p><strong>Dervish Puppet:</strong> Bone Dervish's Raise Minion power.</p><p><strong>Necromage:</strong> Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope.</p><p><strong>Ratbone Twist:</strong> Ratfolk Bone Shaman Bone-Curse power.</p><p><strong>Hog-Ghoul:</strong> Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest.</p><p><strong>Ghoul Giant:</strong> ?</p><p><strong>Rootwight:</strong> ?</p><p><strong>Undead Corsair:</strong> These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or:</p><p>• Add vulnerability: holy</p><p>• Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye!</p><p><strong>Undead Corsair Marine:</strong> ?</p><p><strong>Zombie Pirate Captain:</strong> Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege.</p><p><strong>The Alchemist, Lich:</strong> Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King.</p><p><strong>Mind-Eater Wraith:</strong> Mind-Eater Wraiths made from broken rings.</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Blackamber Legionnaire:</strong> ?</p><p><strong>Vampire:</strong> Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three).</p><p><strong>Zombie:</strong> Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three).</p><p><strong>Lich:</strong> Wealthy lords would hire the best alchemists and necromancers to turn them into liches.</p><p><strong>Headless Zombie:</strong> ?</p><p><strong>Skull of the Beast:</strong> ?</p><p><strong>The Gold King:</strong> The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead.</p><p>The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves.</p><p><strong>Great Ghoul, Ghoul King:</strong> The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world.</p><p></p><p>Necroblast</p><p>Once per day, before you cast a spell, you may declare it to be a necroblast. The spell’s damage type becomes negative energy damage in addition to its usual type. If any non-undead nonmooks are destroyed by the spell, they become undead under your control.</p><p>In battle, these undead creatures crumble at the end of their next turn, or if they are hit by any other attack, but may make a move and a basic attack under your control. The creatures are considered weakened (–4 to attacks and defenses).</p><p>Alternatively, if you do not wish to force the creatures to fight for you, the undead creature will perform one brief service for you after the battle before crumbling, like answering a question, guiding you a short distance, carrying you across some obstacle, or a brief improvised entertainment.</p><p>If no creatures are destroyed by the necroblast, you gain no added benefit.</p><p>Adventurer Feat: If you don’t kill any non-mooks with the spell, your necroblast ability isn’t expended.</p><p>Champion Feat: Reanimated creatures aren’t weakened.</p><p>Epic Feat: The service you demand out of battle doesn’t have to be a brief one. Instead, they serve you at least until your next full heal-up, and possibly longer. Creatures who are forced to serve still won’t fight for you.</p><p></p><p>R: Skull Bowling +13 vs PD (1d3+1 nearby or far away enemies)—The giant removes its skull, creating a Snapping Skull and rolls it over an unpredictable set of foes. Any foes hit with this attack take 50 damage. The Snapping Skull ends up engaged with one of the foes targeted with skull bowling.</p><p>Natural 16+: The snapping skull may make a free skull snap attack on this enemy as it passes, or as it ends the attack engaged with the enemy.</p><p>Limited use: 1/battle.</p><p>Where’s my head: If a snapping skull is nearby (even if it originally belonged to a different giant!), the Primordial Giant Skeleton may pick it up instead of attacking, giving it another use of skull bowling.</p><p>Separate elements: The primordial giant skeleton doesn’t lose any hit points or abilities by detaching its skull from its body, but you’ll track damage dealt to the snapping skull as a separate creature throughout the battle, and if the snapping skull is destroyed while separated from the body, the primordial giant skeleton is weakened (–4 to all attacks and defenses) unless it’s temporarily wearing a different giant’s skull!</p><p> </p><p>C: Raise minion +12 vs. PD (1d4 nearby enemies who are not engaged by a dervish puppet)—10 damage, and add a dervish puppet to the battlefield that’s engaged with that target. (The dervish puppets all act immediately after the bone dervish.)</p><p></p><p>R: Bone-curse +9 vs. MD (1d4 nearby or far-away enemies)—5 damage, and each foe is engaged with a ratbone twist, a swirling swarm of dead rats bones and filth. While engaged by a ratbone twist, the target is considered vulnerable to the attacks of ratfolk. The ratbone twist can be targeted as a nonmook undead enemy, and destroyed by any attack (assume it’s got an AC, PD and MD of 5 and 5 hit points). Ratbone twists are also destroyed if an enemy successfully pops free from them (they stay engaged on a failed attempt to disengage, and move with their foe.)</p><p>If the target is already engaged by a ratbone twist when targeted by this attack, then the target takes 2d6 damage for every existing ratbone twist engaging them.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/251272/The-Book-of-Demons?affiliate_id=17596" target="_blank">The Book of Demons</a>[spoiler]</p><p><strong>Undead Celestial:</strong> The last of the hellhole’s flying realms was shattered by a test firing of Azgarrak’s death ray. Now, it’s a burning ring of smaller flying rocks, where the scorched undead remains of celestials battle with both their surviving former compatriots, and the demonic hordes from the Fortress of the Balor who press on towards the edge of the overworld. </p><p><strong>Undead:</strong> Bar-en-Huil is long buried, so no-one knows if it’s a city or a town or some other structure. It’s a ruin, many Ages old, that covers the lower western slopes of Claw Peak. The bizarre landslides caused by the hellhole sometimes lift away the rubble that entombs the ruined city, making it possible to explore the ruins of Bar-en-Huil for brief periods until the rocks fall on it again. Undead—perhaps awoken by the proximity of the hellhole—drift through the streets, mourning their lost city. </p><p>Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. </p><p><strong>Lich Lord:</strong> ?</p><p><strong>Lich:</strong> Those previous Diabolists in their tombs in the Cairnwood? Ever hear of better candidates for retroactive lichdom? </p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> Flesh-carver demons hang around with a variety of low-lives, including greater claw demons (page 45), despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234486/13th-Age-Glorantha?affiliate_id=17596" target="_blank">13th Age Glorantha</a>[spoiler]</p><p><strong>Undead:</strong> Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. </p><p>If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. </p><p>Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. </p><p>The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. </p><p>Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. </p><p>Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. </p><p>Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. </p><p><strong>Zombie Minion:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Headless Skeleton:</strong> Acolyte of Than Compel the Dead ability.</p><p><strong>Headless Zombie:</strong> Acolyte of Than Compel the Dead ability.</p><p><strong>Zombie Cultist:</strong> By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain.</p><p>Acolyte of Than Compel the Dead ability.</p><p><strong>Undead Head:</strong> Acolyte of Thanatari Create Magic Head ability.</p><p><strong>Battered Headless Skeleton:</strong> Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows.</p><p><strong>Headless Archer:</strong> Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. </p><p><strong>Headless Warrior:</strong> Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. </p><p><strong>Temple Guardian:</strong> An acolyte continues to protect their temple in this perverted form of “afterlife.”</p><p><strong>Headless Harrier:</strong> Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far.</p><p><strong>Headless Ghost:</strong> This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. </p><p><strong>Zombie Initiate:</strong> ?</p><p><strong>Superior Temple Guardian:</strong> Priests live on in this form, retaining little humanity other than bloodthirstiness.</p><p><strong>Headless Destroyer:</strong> ?</p><p><strong>Great Headless Ghost:</strong> A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. </p><p><strong>Dark Troll Zombie:</strong> Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. </p><p><strong>Vivamort:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:</strong> ?</p><p><strong>Dancer in the Dark, Vampire:</strong> ?</p><p><strong>Zombie Giant:</strong> ?</p><p><strong>Undead Killer Whale:</strong> ?</p><p><strong>Hybrid Zombie:</strong> These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. </p><p><strong>Swine Monster:</strong> ?</p><p><strong>Undead Arm:</strong> ?</p><p></p><p>Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant. </p><p></p><p>Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/193880/Gods-and-Icons-13th-Age-Compatible?affiliate_id=17596" target="_blank">Gods and Icons</a>[spoiler]</p><p><strong>Argir the Undead:</strong> The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being.</p><p><strong>Undead Dragon:</strong> Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons.</p><p>Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles.</p><p><strong>Baron Von Vorlatch:</strong> ?</p><p><strong>Ghiama:</strong> Ghiama: She still hasn’t forgiven the vampires for making her white head undead.<strong>Vampire:</strong> ?</p><p><strong>Drow Vampire:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Lich:</strong> ?</p><p>[/spoiler] </p><p></p><p></p><p>[/spoiler]</p><p></p><p>Arcana Evolved</p><p>[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=17596" target="_blank">Arcana Evolved</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> Corporeal undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy (see animate the dead spells).</p><p>“Corporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p>Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeletons tear away their own flesh and consume it. The resulting monsters carry the undead template and roam the night, hunting for more living flesh to rend.</p><p>No one knows what causes this plague or how it can be stopped.</p><p><em>Animate the Dead Lesser</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Kallethan:</strong> ?</p><p><strong>Corporeal Undead Human Warmain 3:</strong> ?</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. Their existence, brought about through the rouse undead spirit spell, is a corruption and an abomination upon the natural order of the world.</p><p>“Incorporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p>Anyone slain by the energy drain ability of an incorporeal undead creature becomes an incorporeal undead creature in 24 hours.</p><p><em>Rouse Ghostly Army</em> spell.</p><p><em>Rouse Undead Spirit</em> spell.</p><p><strong>Incorporeal Undead Verrik Witch 4:</strong> </p><p></p><p><strong>Undead:</strong> When they were finished with these lands, the dramojh loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.</p><p><strong>Ghoul:</strong> Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.</p><p><strong>Vampire:</strong> Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse.</p><p>Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the corporeal undead template (see Chapter Twelve: Creatures).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has energy drain, below.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1 (or 15/magic).</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: 24 hours</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Ghostly Army</p><p>Necromancy [Negative Energy]</p><p>Level: 10 (Complex)</p><p>Casting Time: One entire night</p><p>Range: Medium (100 feet + 10 feet/level)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one incorporeal undead creature per caster level exactly as described in rouse undead spirit. This spell requires 1,000 gp in special oils per corpse as a material component to be sprinkled over each body.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template in Chapter Twelve), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Magic Item Creation Modifiers:Constant ×3, single-use ×3, spell-completion×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see Chapter Twelve).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability described in Chapter Twelve.</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p></p><p><a href="http://www.drivethrurpg.com/product/761/Monte-Cooks-Arcana-Unearthed?affiliate_id=17596" target="_blank">Arcana Unearthed</a>[spoiler]</p><p><strong>Undead Creature:</strong> Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy.</p><p>“Undead” is a template you can add to any nonundead, corporeal creature.</p><p>A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.</p><p><em>Animate the Dead</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy.</p><p>“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.</p><p><em>Rouse Undead Spirit</em> spell.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: One day</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596" target="_blank">Arcana Unearthed Grimoire</a>[spoiler]</p><p><strong>Undead Creature:</strong> Undead are animated corpses. The spirit of the original creature inhabits the corpse once</p><p>again, powered by negative energy.</p><p>A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.</p><p>“Undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Animate the Dead Lesser</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of</p><p>negative energy.</p><p>“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.</p><p><em>Rouse Undead Spirit</em> spell.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: One day</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/681/Legacy-of-the-Dragons-Bestiary?affiliate_id=17596" target="_blank">Legacy of the Dragons</a>[spoiler]</p><p><strong>Night Beast:</strong> Beings of pure, liquid shadow, night beasts are said to be intelligent shards of the raw stuff of the Dark.</p><p>A night beast is called into the world by a power-mad undead creature or an ambitious living creature that seeks to expand its might. By conducting a blasphemous ritual known as the Song of Infinite Dark, an undead creature unleashes its inner soul and binds it with the raw substance of the Dark. With the ritual complete, the creature transforms into a night beast.</p><p><strong>Spirit of Sorrow:</strong> Very rarely, when a giant dies an ignoble death, or when a giant does a disservice to that which it has sworn to serve as steward and dies before righting its wrong, its despair is so great that the afterlife rejects its spirit. That giant is cursed to roam the world of the living as a spirit of sorrow.</p><p><strong>Totem Spectre:</strong> Totem spectres are hateful, murderous reflections of the animals they once represented.</p><p>“Totem spectre” is a template that one can add to any animal, although it is usually applied only to typical totem animals.</p><p><strong>Totem Bear Spectre:</strong> </p><p><strong>Denassa the Midnight Vesper Undead Verrik Akashic 8/Verrik 3:</strong> Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/677/The-Diamond-Throne?affiliate_id=17596" target="_blank">The Diamond Throne</a>[spoiler]</p><p><strong>Undead:</strong> When the dramojh were finished with these lands, they loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.</p><p><strong>Undead Creature:</strong> Rot From Within disease</p><p>Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeleton tears away their own flesh and consumes it. </p><p><strong>Kallethan:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.</p><p><strong>Vampire:</strong> Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/853/Mystic-Secrets-The-Lore-of-Word-and-Rune?affiliate_id=17596" target="_blank">Mystic Secrets</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> A herald of annihilation with 20 HD or more gains the corporeal undead template.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2000/Ruins-of-Intrigue?affiliate_id=17596" target="_blank">Ruins of Intrigue</a>[spoiler]</p><p><strong>Xarthran Undead Mojh Magister 12:</strong> ?</p><p><strong>The Ghost Human Incorporeal Undead Warmain 5:</strong> ?</p><p><strong>Grothnak Blooddrinker Littorian Vampire unfettered 7:</strong> The Master of Black Rock Tower, a ruined castle in the Barrens, placed the curse of vampirism upon Grothnak,</p><p><strong>The Master Human Vampire Akashic 25:</strong> Obsessed from a young age with learning the fundamental workings of the world, he embraced vampirism as a sure path to immortality and won his independence by destroying the monster that created him.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2314/Transcendence-An-Arcana-Evolved-Players-Companion?affiliate_id=17596" target="_blank">Transcendence</a>[spoiler]</p><p><strong>Undead Creature:</strong> Third style ability of the negative casting style of an evolved caster.</p><p>At the third style ability of the negative casting style of an evolved caster, the death mage has fully surrendered her body and soul to the Dark. She gains the corporeal undead template from Arcana Evolved.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/61614/Monsters-of-Verdune?affiliate_id=17596" target="_blank">Monsters of Verdune</a>[spoiler]</p><p><strong>Kavilljor Ur-Rathi Knight of the First Wrath Dame Drustiya Hayarn Human Champion 11:</strong> ?</p><p><strong>Konj-Sumpor Brimstone Steed Twilight:</strong> ?</p><p><strong>Kavilljor Ur-Rathi:</strong> Kavilljor Ur-rathi” is a template that can be added to any giant, humanoid, or monstrous humanoid that meets the following prerequisites.</p><p>Ride 13 ranks, Handle Animal 5 ranks, Knowledge (religion) 5 ranks, Knowledge (nobility and royalty) (5 ranks), Mounted Combat, Weapon Focus (any melee weapon), proficient with all martial weapons and heavy armor</p><p>Special: Knighted by The Kallethan/Kallethan or a Kavilljor Ur-rathi.</p><p><strong>Konj-Sumpor Brimstone Steed:</strong> Konj-sumpor are the smoky remnants of intelligent steeds that, for one reason or another, are bound to a kavilljor ur-rathi.</p><p>“Konj-sumpor” is an acquired template that can be added to any mount.[/spoiler]</p><p></p><p></p><p>[/spoiler]</p><p></p><p>Chimera[spoiler]</p><p>Chimera Roleplaying Game Core Rules</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Ghast:</strong> Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them.</p><p><em>Create Undead</em> power wield rank 4.</p><p><strong>Ghoul:</strong> The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them.</p><p><em>Create Undead</em> power wield rank 1.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated via the create undead power.</p><p><em>Create Undead</em> power wield rank 9.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of dead, mindless automatons created with the animate dead power.</p><p><em>Animate Dead</em> power.</p><p><strong>Wight:</strong> Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death.</p><p><em>Create Undead</em> power wield rank 7.</p><p><strong>Wraith:</strong> The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them.</p><p><em>Create Undead</em> power wield rank 11.</p><p><strong>Zombie:</strong> Zombies are undead, mindless automatons created with the animate dead power.</p><p><em>Animate Dead</em> power.</p><p></p><p>Animate Dead (Necromantic)</p><p>Range: Touch Save: None</p><p>Duration: Instantaneous</p><p>Effect: Creates undead skeletons and zombies</p><p>This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated.</p><p></p><p>Create Undead (Necromantic)</p><p>Range: 5”+1”/Wr</p><p>Save: None</p><p>Duration: Instantaneous</p><p>Effect: Create undead creatures</p><p>This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank:</p><p>Table 5.7: Create Undead</p><p>Wield rank Undead Created</p><p>1–3 Ghoul</p><p>4–6 Ghast</p><p>7–8 Wight</p><p>9–10 Mummy</p><p>11+ Wraith</p><p>You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.[/spoiler]</p><p></p><p>Conan</p><p>[spoiler]</p><p>Conan RPG 2e[spoiler]</p><p><strong>Risen Dead:</strong> <em>Raise Corpse</em> spell.</p><p><strong>Risen Wolf:</strong> Occasionally necromancers desperate for material will animate corpses of things other than human. The most common creatures brought to a shambling semblance of life are large dogs or wolves, or occasionally jaguars or panthers if the terrain is right.</p><p><strong>Risen Grey Ape:</strong> Very rarely a necromancer will find the corpse of a great grey ape or other large creature and animate that, creating a mighty – if odorous – ally.</p><p><strong>Vampire:</strong> Vampires are created when scholars elect to undergo certain transformations hinted at in the fabled Book of Skelos by courting darkness in the shadowy places beneath the Earth and seeking death willingly so as to find eternal life.</p><p>‘Vampire’ is an acquired template that can be added to any humanoid creature.</p><p></p><p>Raise Corpse</p><p>(Basic Necromancy)</p><p>Power Point Cost: 1/corpse</p><p>Components: V, S</p><p>Casting Time: One standard action</p><p>Range: Close (25 ft. + 5 ft. per two levels)</p><p>Target: Up to one corpse/level</p><p>Duration: Concentration + 1d6 rounds</p><p>Saving Throw: See below</p><p>Prerequisite: Magic attack bonus +2.</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.</p><p>The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.</p><p>A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See page 387 for details on the risen dead.[/spoiler]</p><p></p><p>Bestiary of the Hyborian Age[spoiler]</p><p><strong>Undead:</strong> Undead are creatures which are neither alive nor dead. Generally, a living creature which has died but is still animate – usually through sorcery of the blackest sort – is considered undead.</p><p><strong>Ghost Haunting:</strong> Some sentient beings that are killed in times of duress or great emotional pain will cling to the last fragments of life they have in order to become a spiritual anchor to the earthly plane.</p><p>‘Haunting Ghost’ is an acquired template that can be added to any humanoid creature if the Games Master feels the situation could create a ghost.</p><p><strong>Ghost Spontaneous:</strong> A spontaneous ghost is formed when a human or other intelligent creature dies with a task unfinished, with the knowledge that a loved one is about to die, or another extremely emotional and traumatic desire in their hearts. At the moment of his death, the being may attempt a Will saving throw (DC 25, with various circumstance modifiers depending on the level of the creature’s commitment to the task or loved one) to return as a ghost.</p><p><strong>Ghost Whale:</strong> ?</p><p><strong>Mummy:</strong> Traditional mummies, also known as the taneheh, are reanimated embalmed corpses wrapped in specially prepared funerary materials brought back to protect the tombs of their superiors. They are granted undeath through the leaves of the dark ta-neheh plant, which are turned into a powerful elixir that must be poured into the mouth of the mummy monthly. If the mummy cannot get these leaves before the month is out, it will revert back to its inanimate state until the ritual can be fully performed again.</p><p>The ritual must be performed under the light of the full moon, and requires a Perform (ritual) check. The ta-neheh elixir requires 200 silver pieces’ worth of the plant and must be completed before the moon leaves the sky. This produces enough elixir to last 1d6 months and sustain a mummy of (the check result minus 10) Hit Dice. The ritualist does not know if his ritual has succeeded or not (Games Master makes the roll) until it comes time to animate the mummy; if the Perform check created elixir insufficient to sustain the mummy, the ta-neheh becomes uncontrolled and will relentlessly seek out more of the plant, killing any and all who stand in its way.</p><p><strong>Mummy Living Ka Noble 5:</strong> ?</p><p><strong>Mummy Living Ka:</strong> The ka is the part of the spirit where personality is housed and given form, sometimes leaving the dying body of a person in order to find a more suitable host of flesh. Any separated ka can find the mummified remains of a vessel and possess it if the proper rituals and conduits are performed. This requires Knowledge (arcana) and Knowledge (religion) skill checks at DC 25 to perform successfully with all the required funerary trappings necessary.</p><p>‘Living ka mummy’ is an acquired template that can be added to any humanoid or animal creature.</p><p><strong>Risen Dead:</strong> Sorcerers and demons have been calling the recently dead to walk again and fight on their behalf for centuries, leaving teeming masses of the risen dead in temples, caverns and grave sites all over Hyboria.</p><p><strong>Starved One:</strong> The starved ones are an ancient type of demonic spirit that can be summoned forth into a husk made from a mostly whole corpse by removing the corpse’s spirit and trapping it in its liver. The summoner can then control the actions of the starved one to a great degree. To do this, a sorcerer must have a fresh corpse at hand while casting the summon demon spell and make a successful DC 15 Heal check as part of the ritual. If the check fails the starved one is created but is fully in control of its own actions. If the check succeeds, anyone holding the creature’s removed liver can issue it verbal commands that it must obey.</p><p><strong>Vampire Scholar 7:</strong> ?</p><p><strong>Vampire:</strong> Vampires are created when the foolish elect to undergo certain transformations hinted at in the fabled Book of Skelos, courting darkness in the shadowy places beneath the Earth, seeking death willingly in order to find eternal life.</p><p>‘Vampire’ is an acquired template that can be added to any humanoid creature.[/spoiler]</p><p></p><p>Adventures in the Hyborian Age[spoiler]</p><p><strong>Head Tree:</strong> A Head Tree is created when a person falls asleep under a particularly ancient tree and never wakes up, the poor traveller’s soul is trapped inside the tree’s branches and can not escape, giving the tree a cruel sentience and an unnatural mockery of life.</p><p></p><p><strong>Risen Dead:</strong> A curse was placed upon the Khajah’s remains when he was buried, stating any who disturbed the sleep of Khajah Al’Amar would be consumed by death and then forced to serve him. Prince Asram and his followers fell to an ancient spell which released a black cloud of death, which killed them, and transforming them into Risen Dead.[/spoiler]</p><p></p><p>Betrayer of Asgard[spoiler]</p><p><strong>Lesser Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p>The walking dead carry death with them – anyone slain by one of these walking dead becomes a zombie themselves. Fortunately for Asgard, only the older undead created in the swamp have this power.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Greater Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Undead Rorik Hodderson:</strong> The zombies will try to drag his body into the mud, so he can come back as a powerful undead monster later in this adventure.</p><p><strong>Ghost Bear:</strong> These are the trapped spirits of bears, bound by Mimir’s magic.</p><p><strong>Ghost Nymph:</strong> This watery apparition is the ghost of a drowned woman.</p><p><strong>Skull-Faces of the Air:</strong> The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Ashen Ghosts:</strong> They are ghosts who have formed bodies from the ashes of those sacrificed by Logri.</p><p><strong>Tentacled Thing:</strong> ?</p><p><strong>Undead Manticore:</strong> ?</p><p><strong>Undead Dog:</strong> ?</p><p></p><p>Make Greater Undead</p><p>Necromancy</p><p>PP Cost: Varies</p><p>Components: V, S, M, F</p><p>Casting Time: Varies</p><p>Range: Touch</p><p>Effect: Creates an undead monster</p><p>Duration: Concentration +1d6 rounds or permanent</p><p>Saving Throw: None</p><p>Prerequisites: Raise Corpse, Knowledge (arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3</p><p>This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually.</p><p>If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created.</p><p>The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri.</p><p>Undead Notes Power Point Cost Experience Point Cost Component Cost Creation Time</p><p>Lesser Walking Dead Creates a 1HD Zombie 1 per 5 corpses 10 XP per corpse 0 1 standard action </p><p>Walking Dead Creates a 3HD Zombie 1 per corpse 50 XP per corpse 0 1 standard action</p><p>Greater Walking Dead Creates a Zombie with HD equal to its HD in life 3 per corpse 100 XP per corpse 50 silver 1 standard action</p><p>Skull-Face Conjures a Skull-Face 4 50 XP 100 silver 10 minutes[/spoiler]</p><p></p><p>Catacombs of Hyboria[spoiler]</p><p><strong>Risen Dead:</strong> A central hub at the bottom of the cavern has a strange stone or crystal that emanates a force that reanimates dead creatures and sends them outward to devour the flesh of the living.</p><p><strong>Ras Pre-Atlantean Scholar 17/Noble 6:</strong> Bartering life eternal for endless servitude to the dark god Apophis, Ras had been transformed into an eternal being; a creature of darkness and undeath that cannot permanently be destroyed by mortal means.</p><p><strong>Apophal Mummy:</strong> Atlanteans and the blossoming Stygians all fell to his supernatural powers, all rising to become his Apophal legion. Through the immortal actions of Ras, Apophis was creating an undead army in the world of men.</p><p>Apophal mummies are the ritually reanimated and embalmed corpses that serve the will of Ras, the eternal mummy of Apophis. They are gifted with undeath by the unearthly darkness that permeates Ras or his minions, their life force replaced with Apophal darkness. Ras also removes the heart of his mummifi ed servants, placing them in special canoptic jars that make them completely and unquestioningly loyal to him alone.</p><p><strong>Soonai Hynang The Ghost of Tai Paun Li:</strong> The reason why so many miners were drowned or trampled to death decades ago in the mines of Tai Paun Li, Soonai was thrust into the realm of the undead to forever haunt the dark and watery graves of the employees and servants that he condemned.</p><p><strong>Oni-Miho Demon Miner:</strong> The Oni-Miho of Tai Paun Li are hellish bound spirits created from those among the miners who were drowned that exchanged their eternal rest for vengeance upon the living.[/spoiler]</p><p></p><p>Conan RPG Pocket Edition[spoiler]</p><p><strong>Zombie:</strong> <em>Raise Corpse</em> spell.</p><p>Raise Corpse</p><p>(Basic Necromancy)</p><p>PP Cost: 1 point/corpse</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft. per scholar level)</p><p>Effect: Up to one corpse/scholar level</p><p>Duration: Concentration + 1d6 rounds</p><p>Saving Throw: See below</p><p>Prerequisites: Scholar level 4</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.</p><p>The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.</p><p>A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.[/spoiler]</p><p></p><p>Secrets of Skelos[spoiler]</p><p><strong>Risen Dead:</strong> <em>Legions of the Dead</em> spell.</p><p><strong>Vampire:</strong> <em>Vampire Transformation</em> spell.</p><p><strong>Sorcerous Mummy:</strong> ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature.</p><p>Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects.</p><p>If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him.</p><p><strong>Mummy of Ahriman:</strong> ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman.</p><p><strong>Xaltotun Mummy of Ahriman Acheronian Scholar 20:</strong> He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human.</p><p></p><p>Legions of the Dead</p><p>Power Point Cost: 2 per 5 Corpses</p><p>Components: V, S, F</p><p>Casting Time: 1 full round</p><p>Range: Close (25 ft. + 5 ft. per level)</p><p>Targets: Up to five corpses/level</p><p>Duration: Concentration + 1d6 Hours</p><p>Saving Throw: None</p><p>Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again.</p><p>Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.</p><p></p><p>Vampire Transformation</p><p>Power Point Cost: 20</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 day</p><p>Range: Personal</p><p>Target: Self</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact.</p><p>Perform (ritual) check: DC 30.</p><p>This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more.</p><p>Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell.</p><p>Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.[/spoiler]</p><p></p><p>Stygia Serpent of the South[spoiler]</p><p><strong>Yinepu:</strong> Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death.</p><p><strong>Risen Dead:</strong> Ta Neheh Leaf Elixir.</p><p><strong>Mummy:</strong> Ta Neheh Leaf Elixir.</p><p></p><p><strong>Ghost:</strong> The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.</p><p><strong>Ka-Possessed Mummy:</strong> The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.</p><p>‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature.</p><p><strong>Ta-Neheh Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant.</p><p>Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult.</p><p><strong>Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12:</strong> Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life.</p><p></p><p>Ta Neheh Leaf Elixir.</p><p>The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster.</p><p>Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves. [/spoiler]</p><p></p><p>Tales of the Black Kingdoms[spoiler]</p><p><strong>Risen Dead:</strong> Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Contagion[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/11944/Contagion?affiliate_id=17596" target="_blank">Contagion Revised Edition</a>[spoiler]</p><p><strong>Undead:</strong> A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.</p><p><strong>Skeleton:</strong> A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence.</p><p>“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Skin Feaster:</strong> Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/99803/Hells-Henchmen-Chammadi?affiliate_id=17596" target="_blank">Hell's Henchmen Chammadi</a>[spoiler]</p><p><strong>Undead:</strong> Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself. </p><p>Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath. </p><p><strong>Vampire:</strong> In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans. </p><p><strong>Anubian:</strong> Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse. </p><p>The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. </p><p><strong>Anubian Bystander 1:</strong> ?</p><p><strong>Bilious Shambler:</strong> As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon. </p><p><strong>Carrion Hound:</strong> A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host.</p><p><strong>Forgotten:</strong> The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society </p><p><strong>Hybrid Zombie:</strong> Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create. </p><p><strong>Tomb Guardian 4-Armed Human Zombie:</strong> ?</p><p><strong>Patchwork Ghoul:</strong> Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction. </p><p><strong>Skeletal Plate:</strong> Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones. </p><p><strong>Soul-Eater:</strong> Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life. </p><p><strong>Vengeful Zombie:</strong> This template represents a creature who has returned from the grave on a mission of vengeance. </p><p>The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. </p><p><strong>Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1:</strong> ?</p><p><strong>Zombie:</strong> Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead.</p><p>An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. </p><p></p><p>Fever (Su) </p><p>Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour. </p><p>An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/108271/Inferno?affiliate_id=17596" target="_blank">Inferno</a>[spoiler]</p><p><strong>Undead:</strong> The Pit of Wasted Years is a place of bittersweet illusions.</p><p>Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing.</p><p>As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness.</p><p>Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101971/Purgatorio?affiliate_id=17596" target="_blank">Purgatorio</a>[spoiler]</p><p><strong>Ghost:</strong> Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives. </p><p>Ghosts are those spirits who refused true death. </p><p><strong>Lich:</strong> A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn. </p><p>Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus. </p><p>It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich. </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>Trappings of unholy transformation </p><p>The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition. </p><p>Requisite knowledge </p><p>The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites: </p><p>Class levels: Arcane spellcaster level 18 </p><p>Ability scores: Intelligence 20 </p><p>Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks </p><p>Feats: craft wondrous item, empower spell </p><p>Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion. </p><p>The First Step: Research </p><p>Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion. </p><p>As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month. </p><p>Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals. </p><p>If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off. </p><p>The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests. </p><p>In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation) </p><p>The Second Step: The Ritual of Harvest. </p><p>Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest. </p><p>The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool. </p><p>The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances. </p><p>The Third Step: Trial by Fire </p><p>After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation. </p><p>The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat. </p><p>An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital. </p><p>Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego. </p><p>Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation. </p><p>The Fourth Step: Unholy Transformation </p><p>Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed. </p><p>If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power. </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 his 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 reforms 1d10 days after its apparent death. </p><p>Each lich must make its own phylactery, as detailed above. </p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich. </p><p><strong>Undead:</strong> Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead. </p><p><strong>Confessor:</strong> Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests. </p><p>Confessor is an acquired template that can be added to any ghost.</p><p><strong>Confessor Rake 3 Spook 3:</strong> ?</p><p><strong>Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Die Screaming[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/230042/Die-Screaming-Directors-Guide?affiliate_id=17596" target="_blank">Die Screaming Directors Guide</a>[spoiler]</p><p><strong>Undead:</strong> Cultists, led by Crnoval priests, complete a complex and dread ritual in the city to blot out the sun, operating from several secret and well-defended points forming a pentagram. Crnobog is summoned from the void, and he takes roost at the city’s highest point, weaving his spells of destruction to consume the world in darkness and transform unfaithful mortals into his undead slaves.</p><p>Unless reduced to -11 hit points or fewer when killed, at the beginning of its next turn, the cultist returns to life once per scene as an undead creature.</p><p>Unless reduced to -30 hit points or fewer when killed, at the beginning of its next turn, the elite returns to life once per scene as an undead creature.</p><p>Unless reduced to -83 hit points or fewer when killed, at the beginning of its next turn, the warlock returns to life once per scene as an undead creature.</p><p>Unless reduced to -25 hit points or fewer when killed, at the beginning of its next turn, the hybrid child returns to life once per scene as an undead creature.</p><p>Unless reduced to -84 hit points or fewer when killed, at the beginning of its next turn, the hybrid ogre returns to life once per scene as an undead creature.</p><p>Unless reduced to -48 hit points or fewer when killed, at the beginning of its next turn, the hybrid soldier returns to life once per scene as an undead creature.</p><p><strong>Ghost:</strong> Ghosts are spirits that live on after death, either because they were wronged in life or are too evil to die. They are almost impossible to permanently destroy.</p><p>Ghosts are undead spirits that wander the world on unfinished business, or haunt locations because they were too evil in life to truly die. The different varieties of ghost are beyond count.</p><p>Fourth, the world has become full of supernatural beings, and this includes ghosts. Murdering survivors—who were of no threat and were the closest thing the party has to allies—has consequences. A haunting may be in order for characters who especially deserve it, as the restless dead seek to avenge their deaths.</p><p>Meanwhile, ghostly undead roam the streets, increasing in strength and number as Crnobog continues his work.</p><p>Inhuman Anomaly Infection Vector (Die Screaming Player's Guide)</p><p><strong>Zombie:</strong> Zombies are undead creatures that spread through a contagious virus.</p><p>Zombies are humans infected by the Contagion. They are bloodthirsty, mindless cannibals, neither living nor dead. Their bodily fluids are infectious, allowing them to spread the Contagion to others.</p><p>Creatures reduced to 0 hit points by a zombie become zombies at the end of their next turn. This can be reversed if the character is healed before then.</p><p>Any creature reduced to 0 hit points by a black dread instantly becomes a zombie of a level equal to its level in life.</p><p>As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.</p><p>Plague wasps are winged pseudo-arachnids that can use their maggots to create special zombies.</p><p>What happens next is unclear, but the energy controlled by the aliens escapes unrestrained into Earth’s atmosphere, exposing the entire planet to its effects. The results on humans are various:</p><p>▪ Some are unaffected.</p><p>▪ Some are mutated and enhanced in unpredictable and catastrophic ways. Their powers are far stranger and more terrible than those of the few ascended humans.</p><p>▪ Some contact other, more evil aliens, and pledge fealty to them in exchange for power. These are the first sorcerers.</p><p>▪ The energy kills many outright, and in ghastly ways.</p><p>▪ Many more are transformed into mindless, violent zombies who can spread their condition as a viral infection, the so-called Contagion.</p><p>The solar eclipse occurs shortly thereafter. The shadow created by this event occurs in a different area, but the events are far more catastrophic. Most of the humans in the area immediately become zombies.</p><p>The Contagion is a viral infection that transforms its host into a bloodthirsty, undead horror—a zombie. It spreads mainly through zombies biting other humans, as zombie saliva and other fluids are contagious.</p><p>The source of the Contagion is a mystery that is left to you to answer with your story. It could be scientific, magical, or both. The zombies can remain mundane zombies, or be a device of some greater power that can directly control their actions. Zombies can eventually increase in strength and intelligence, or mutate into entirely new monsters.</p><p>Camp Kindred was a vibrant summer camp at the height of tourist season when the zombie apocalypse began, with a large class of third-graders from a nearby elementary also using the site. The infection spread quickly, and many dozens of zombies now infest the area.</p><p>Exohorror Third Secret Trauma Harness (Die Screaming Making Science Fun)</p><p><strong>Apparition:</strong> If the apparition reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body</p><p>under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>4d4 apparitions always accompany the archwizard. If any apparition dies, the archwizard can respawn it in an adjacent square as an instant action.</p><p>If the archwizard reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the archwizard’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Two apparitions always accompany the ghost. If either apparition dies, the ghost can respawn it in an adjacent square as an instant action.</p><p>If the ghost reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Six apparitions always accompany the mummy. If any apparition dies, the mummy can respawn it in an adjacent square as an instant action. When the mummy is reduced to 0 hit points, the apparitions disappear.</p><p>Two apparitions always accompany the mystic. If either apparition dies, the mystic can respawn it in an adjacent square as an instant action.</p><p>If the mystic reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the mystic’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Six apparitions always accompany the phantom. If any apparition dies, the phantom can respawn it in an adjacent square as an</p><p>instant action. When the phantom is reduced to 0 hit points, the apparitions disappear.</p><p>If the phantom reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the phantom’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Four apparitions always accompany the wraith. If any apparition dies, the wraith can respawn it in an adjacent square as an instant action.</p><p>If the wraith reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the wraith’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p><strong>Befouled:</strong> Befouled are undead made of animated oil. They often appear as small children, but can take any small form they choose. They tend to congregate around playgrounds and homes, guided by psychic memories. They leave oily footprints wherever they go. The befouled are powered by the lost souls of murdered innocents.</p><p><strong>Black Dread:</strong> ?</p><p><strong>Flayer:</strong> Flayers are re-animated corpses covered in hooked chains.</p><p><strong>Fleshwarped:</strong> The fleshwarped are corpses that have been blown inside out by some hideous spell. Puppeteered by some outside influence, they are in eternal agony and wail piteously as they attack, hoping aloud that they can soon die.</p><p><strong>Frankencat:</strong> Frankencats are stitched together from multiple dead cats to create a loathsome familiar for an evil sorcerer.</p><p><strong>Killcrow:</strong> Killcrows are animated scarecrows with razor-sharp talons.</p><p><strong>Midnight Horror:</strong> They often claw their way out of their graves when a powerful evil draws them back to the world of the living, and many hundreds accompany the dark god Crnobog.</p><p><strong>Mummy:</strong> Mummies are the animated remains of once-powerful sorcerers, returned to a semblance of life as their dark patron’s slaves.</p><p>Mummies can come from any number of backgrounds, possessing a wide array of dark powers.</p><p><strong>Nightmare Made Flesh:</strong> The entity is a psychic echo made of the collective fear that multiple creatures felt before dying terrible deaths.</p><p><strong>Phantom:</strong> Phantoms are the most powerful and evil ghosts, the very memory of their lives filling those who knew them with dread.</p><p>In life your tyranny was so vile that your enemies burned your broken corpse and scattered the ashes to the wind in a vain attempt to prevent your return. Robbed of your physical form, you are forced to possess the bodies of others, or else reveal yourself as the shade you are. (Die Screaming Lords of Darkness)</p><p><strong>Rat King:</strong> The rat king is a mass of thousands of undead rats mashed together by the tail via their own saliva, vomit, and excrement.</p><p><strong>Reaper:</strong> In life, reapers were unspeakably vile and faithless, and their evil now permeates eternity.</p><p><strong>Slaymate:</strong> The slaymate is a doll created from a combination of clay and wood, given life in an evil ritual that involves stuffing the hollow body with shredded body parts and crushed bone.</p><p><strong>Stitch Spider:</strong> Stitch spiders are created by sorcerers and evil deities from corpses and bones, stitched together to resemble perverse spiders. Their eight legs, made of human leg bones, end in three-foot razors. Their bodies are covered in stitched human faces, all of which still have a horrid semblance of life.</p><p><strong>Toxic Dead:</strong> ?</p><p><strong>Tree of the Damned:</strong> The tree of the damned is a tree composed of hundreds of wailing corpses in various states of mutilation. It is the work of particularly foolish sorcerers, who soon join its roots after creating it. It is a thing so evil that it overwhelms reality.</p><p><strong>Utburd:</strong> Utburds are the vengeful spirits of abandoned infants. Once named, an infant has a soul; and once abandoned by its parents and left to die, that soul is set adrift, unable to leave the mortal plane.</p><p><strong>Vampire Elder:</strong> Vampire elders are hundreds of years old, and command a great deal more power than freshly-created vampires.</p><p><strong>Vampire Lord:</strong> Vampire lords are thousands of years old, and some lived at the dawn of human civilization.</p><p><strong>Vampire Spawn:</strong> Vampire spawn were only recently transformed (at least by human standards of time) and are less potent than their elders.</p><p>If the vampire reduces an enemy to 0 hit points, the creature becomes a vampire spawn under its creator’s control at the beginning of its next turn.</p><p><strong>Visceroid:</strong> A visceroid is an undead entity made from shards of crushed bone and the combined entrails of many victims.</p><p><strong>Worming Dead:</strong> A creature that begins its turn grabbed by a worming dead takes 7 ongoing necrotic damage. This damage cannot be saved against until the worming dead is no longer grappling the creature. A creature reduced to 0 hit points is infested by a tentacle and becomes a new worming dead immediately. A Might save (DC 22) negates the damage.</p><p><strong>Ancient Zombie:</strong> Zombie ancients are zombies created ages ago by sorcery or magical curses. A zombie ancient is so old and preserved by its evil will that its body is almost fossilized, its internal organs turned to stone.</p><p><strong>Zombie Bear:</strong> Bears have close contact with civilization, which means they have close contact with zombies.</p><p><strong>Zombie Child:</strong> ?</p><p><strong>Zombie Dog:</strong> The Contagion can spread to animals.</p><p><strong>Enchanted Zombie:</strong> Some zombies fall under the influence of sorcerers or various evil powers. These zombies are given a foul semblance of intellect and magical power.</p><p><strong>Zombie Experiment:</strong> Zombie experiments are the result of ill-advised testing on zombies in an attempt to weaponize them. The zombies are bio-engineered, trained in some fashion, and fitted with some sort of control device that will supposedly ensure their cooperation. These experiments inevitably result in the zombies escaping their confines, throwing off any attempts to control them, and killing their former captors.</p><p><strong>Zombie Fungoid:</strong> Zombie fungoids are bloated zombies that have become extremely infectious with the Contagion.</p><p><strong>Zombie Ghoul:</strong> A zombie that survives for some time has a chance to become a ghoul. For these zombies, the infection has advanced to the point that it more significantly alters their body, making them superhumanly powerful. They are also possessed of a low animal cunning.</p><p>As a standard action once per scene, the magus calls forth 2d4 zombie ghouls to serve it. These zombie ghouls act on the magus’ initiative. They appear in any chosen squares within a close burst 6.</p><p><strong>Zombie Glutton:</strong> Zombie gluttons are morbidly obese zombies who have become blubbering monstrosities.</p><p><strong>Zombie Monkey:</strong> Zombie monkeys—typically macaques—are the result of deeply unethical experiments.</p><p><strong>Zombie Polyp:</strong> Some zombies—often severely injured ones—degenerate into groups of small, living polyps after a certain amount of time. This process takes only a few minutes and typically produces 1d4+1 polyps. These polyps are disgusting, starfish-like parasites made up of once-human tissue.</p><p><strong>Zombie Raptor:</strong> Infected carrion birds are profoundly dangerous zombies.</p><p>As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.</p><p><strong>Zombie Screamer:</strong> Zombie screamers are consumed with blind fury. They possess enough mental ability to realize their condition, which fills them with an impotent, all-consuming rage. They feel nothing but hatred and hunger.</p><p>As a standard action once per scene, the mystic calls forth 2d4 zombie screamers to serve it. These zombie screamers act on the mystic’s initiative. They appear in any chosen squares within a close burst 6.</p><p>When the tree of the damned begins its turn, any enemy within 6 squares must make a Wit save or suffer 12 points of necrotic damage. Creatures reduced to 0 hit points immediately become zombie screamers.</p><p>The tree of the damned always has at least eight zombie screamers serving it. If zombies die such that it has less than eight, it can spawn one zombie on its turn as a move action. Creatures killed by the tree of the damned immediately become zombie screamers.</p><p><strong>Zombie Soldier:</strong> Zombie soldiers are well-armored soldiers and police forces infected by the Contagion.</p><p><strong>Zombie Wailer:</strong> Zombie wailers are the zombified remains of people who were infected by the Contagion and then imprisoned by their loved ones, who were too distraught to do what was necessary and perform a mercy killing. This was a more terrible mistake than they knew. Warped by its last piteous moments of life, the now-free zombie wailer constantly relives these last moments, whimpering in solitude until it finds victims.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/200969/Die-Screaming-Players-Guide?affiliate_id=17596" target="_blank">Die Screaming Player's Guide</a>[spoiler]</p><p><strong>Graveling:</strong> <em>Call the Graveling</em> spell.</p><p><strong>Death Tyrant:</strong> Death tyrants are beings who have surrendered themselves to the powers of entropy, death, and immortality. They believe that immortality is worth any price, and that life is wasted on the living. To these ends, there is no limit to their grotesque behavior.</p><p>Death Tyrant Third Secret: Fell Purpose.</p><p><strong>Lost Soul:</strong> Fallen Angel First Secret: Lost Soul.</p><p>As an instant action, whenever a human dies within 6 squares of a fallen angel and it does not already possess a lost soul, the angel can claim it as its own, unnaturally interrupting its passage to death.</p><p><strong>Shade:</strong> The shade pledges itself to the eternal servitude of an unspeakable darkness in exchange for fleeting mortal power. The shade is an agent of doom, despair, and elemental malevolence. Over time, the shade’s entire being is drained away into the clutches of its dread master, leaving nothing but a ghostly, immortal horror that has forgotten the concepts of warmth, hope, and pity.</p><p>Shade First Secret: Dread Pact.</p><p><strong>Irradiated Zombie:</strong> Radiation Zombie Magical Anomaly</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> Inhuman Anomaly Infection Vector</p><p><strong>Zombie Children:</strong> ?</p><p><strong>Flesh Polyp:</strong> ?</p><p><strong>Frankencat:</strong> ?</p><p><strong>Zombie Monkey:</strong> ?</p><p></p><p>Call the Graveling</p><p>Sorcery</p><p>Your powerful will calls forth a wretched, vaguely humanoid horror made from mutilated flesh. It is an evil soul that you have bound to you forever, and it hates you most of all—screeching dreadful epithets and threats at you even as it does your bidding.</p><p>1/DAY</p><p>Action: Standard</p><p>Range/Area: Close Burst 1</p><p>Duration: Scene</p><p>Anomaly Chance: 20% [Magical]</p><p>You bind a corpse or numerous incomplete corpses together to summon a graveling—at least one corpse is required in the area of effect. The creature follows your commands with animal ferocity. Every graveling you create is the same hateful entity occupying new corpse parts.</p><p>Summoning a graveling is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the graveling, the duration of the power is permanent, and the graveling is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets.</p><p>If you succeed at the Wit save, you have control of the graveling. The graveling acts on its own initiative. To continuously command the graveling after the first round of its existence, controlling its actions with your mind, you must either spend a standard action on each of your turns or take 10 piercing damage. Otherwise, the graveling falls out of your control as if you failed the original Wit save. If you become stunned, overwhelmed, or fall to 0 hit points or below, you also lose control of the graveling.</p><p>When the graveling is reduced to 0 hit points, it melts into smoking necrotic slime, and cannot be resurrected.</p><p>Sanity Damage: You and your allies take 3d6 sanity damage from the energies you summon when you activate this power.</p><p></p><p>FIRST SECRET: DREAD PACT</p><p>You make a pact with a nameless elemental evil that dwells forever in a void of utter entropy. You give up your humanity and everything you will ever be to share in its power and become a part of it. After the ritual is complete, you become pallid, and your physical substance appears to endlessly steam off you at all times, drawn away in a breeze that isn’t there.</p><p>▪ You are undead and do not need to breathe or eat. When you rest, you regain hit points as if you ate rations.</p><p>▪ You gain soak equal to your level to cold, necrotic, and poison damage. You take double damage from all other energy damage.</p><p></p><p>Infection Vector</p><p>If you are reduced to 0 hit points, dazed, overwhelmed, or stunned during the scene, you lose control and become a zombie with statistics equivalent to your level. You attack anything and everything, starting with the closest target. You return to normal, but sustain any hit point damage, if the zombie is reduced to half its maximum hit points.</p><p></p><p>Radiation Zombie</p><p>Dead creatures within a close burst 24 become irradiated zombies at the end of your turn. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/284183/Die-Screaming-Eldritch-Armies?affiliate_id=17596" target="_blank">Die Screaming Eldritch Armies</a>[spoiler]</p><p><strong>Draugr:</strong> The draugr (plural; singular draugar) are restless dead so miserly and evil in life that their malice binds them to the mortal plane until such time as a hero can grant them a second death.</p><p>Undead tyrants who refuse to die out of sheer avarice and cruelty.</p><p><strong>Barrow Slave:</strong> Barrow slaves are the slain victims of the draugar, condemned to serve it for all eternity.</p><p>Creatures killed by the barrow slave become barrow slaves at the end of the barrow slave’s next turn.</p><p>Creatures killed by the draugar wight become barrow slaves at the end of the draugar’s next turn.</p><p>Creatures killed by the draugar wraith become barrow slaves at the end of the draugar’s next turn.</p><p><strong>Draugar Wight:</strong> In life, the draugar wight was a great warrior or petty chieftain of men.</p><p>If the draugar wraith begins its turn at full hit points, it can spend a standard action to transform back into a draugar wight with 12 hit points.</p><p><strong>Draugar Wraith:</strong> At 0 hit points, the draugar wight becomes a draugar wraith.</p><p><strong>Ebon Renegade:</strong> Ebon renegades are former religious leaders who turned their backs on their worship and congregation, leading the innocent astray with fear and lies. The gods condemn these traitors to living death as animate bones and dust.</p><p><strong>Radioactive Zombie:</strong> Radioactive zombies are so irradiated with nuclear waste or forbidden magic that they forever burn with deadly energy. Inside the flesh of every radioactive zombie is the exposed reactor core that was once its heart, serving now as a font of endless power and horror.</p><p><strong>Unfleshed:</strong> The unfleshed are recently turned radioactive zombies, the upper layers of their skin melted away by the radiation damage that killed them, leaving a glistening red monster.</p><p><strong>Blackened Colossus:</strong> The blackened colossus is a hideously warped and stretched radioactive zombie, far larger than any human.</p><p><strong>Cosmic Corpse:</strong> The cosmic corpse is a radiation zombie that has become a being of pure energy, making it highly resistant to attack—but no more intelligent than any other zombie.</p><p><strong>Grand Master Shinobi:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/254296/Die-Screaming-Lords-of-Darkness?affiliate_id=17596" target="_blank">Die Screaming Lords of Darkness</a>[spoiler]</p><p><strong>Lich:</strong> Liches are forgotten tyrants who have risen again as ghosts, mummies, or vampires.</p><p>At level 3, you can choose to become a lich.</p><p>You were once a powerful tyrant. In your final years, you spent your ill-gotten riches and the lives of your slaves to conquer your only fear—death. At the pinnacle of your depravity, you performed a series of dread incantations, culminating in a magical atrocity for which the gods condemned you. This doomed your soul to remain forever on the mortal plane—as you intended.</p><p>Yet death claimed you despite all your precautions. To prevent your return or the rise of anyone like you, all records of your deeds were destroyed, and you were buried in an unmarked tomb.</p><p>But the horror isn’t over. Perhaps your tomb was unearthed by archaeologists too clever not to notice the gaps in the ancient historical record, and too foolish to heed cryptic warnings. Perhaps tidal upheavals exposed your tomb to the elements and</p><p>awakened you. Or perhaps powers too terrible for mortals to know called you forth once more at the appointed hour.</p><p>With the opening of your forlorn grave, your evil spirit fled its confines to take shape again, or rose from its grave as an ancient moldering corpse, or inhabited the body of a miserable mortal. Whatever the condition of your return, you are cursed to a half-life that can only be sustained by preying on the living.</p><p><strong>Vampire:</strong> In life you made an unholy vow to transcend death and take revenge on your enemies with all the powers of darkness.</p><p><strong>Dessicator:</strong> As terrible as your reign was, its ending was more terrible yet. At the hour of your defeat, your enemies pronounced a series of curses meant to bind you to your forgotten tomb, and ritually removed your organs while you still lived so that you would be deprived of your powers and unable to rest.</p><p>By some unfortunate chance, the seals were broken, and you returned as a dry, desiccated husk, taking revenge and restoring your crumbling body by stealing the skin of your foes.</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Phantom:</strong> In life your tyranny was so vile that your enemies burned your broken corpse and scattered the ashes to the wind in a vain attempt to prevent your return. Robbed of your physical form, you are forced to possess the bodies of others, or else reveal yourself as the shade you are.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/271454/Die-Screaming-Making-Science-Fun?affiliate_id=17596" target="_blank">Die Screaming Making Science Fun</a>[spoiler]</p><p><strong>Zombie Drudge:</strong> Its Alive Mad Scientist power.</p><p>Zombie Drudge Mad Scientist power.</p><p></p><p><strong>Zombie:</strong> Exohorror Third Secret Trauma Harness</p><p></p><p>Its Alive</p><p>Promethean</p><p>You restore the dead to life.</p><p>1/DAY</p><p>Action: Standard</p><p>Range/Area: Melee 1</p><p>Duration: Instantaneous</p><p>MALFUNCTION</p><p>You fail to resurrect the target creature from the dead.</p><p>The target “returns to life” as a hostile zombie drudge, per the Zombie Drudge power (Normal Parameters). The drudge never attacks you, but is hostile to every other creature, and does not relent until it is destroyed. It attacks the closest target.</p><p>You can’t attempt to raise the intended creature with this power again.</p><p>Sanity Damage: Your allies suffer 4d6 sanity damage from this horror.</p><p>ACCEPTABLE LOSSES</p><p>You fail to resurrect the target creature from the dead.</p><p>The recipient’s body erupts into a gibbering mass of constantly mutating flesh that screams from every orifice before exploding into noxious giblets at the end of your turn. Any creature adjacent to this revolting atrocity takes 10 lightning damage, with no save.</p><p>Sanity Damage: Your allies suffer 4d6 sanity damage from this horror.</p><p>NORMAL PARAMETERS</p><p>You resurrect the creature, so long as its body is mostly intact. Creatures reduced to a negative hit point count equal to their normal maximum hit points are too badly maimed to properly resurrect with this result. If the recipient is missing too many organs, its head, or too much of its body has been ruined, the “resurrected” creature reacts poorly and expires after several moments of indescribable agony.</p><p>A successful resurrection returns the creature to physical wholeness; lacerations seal, nearby dismembered limbs link back together, and broken bones fuse back. The creature returns to life at 1 hit point.</p><p>The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before.</p><p>Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror.</p><p>MAD SCIENCE!</p><p>“Now I know what it feels like to be God!”</p><p>- Frankenstein (1931)</p><p>The creature returns to life even if its body was destroyed. The creature returns to life at 1 hit point.</p><p>The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before.</p><p>Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror.</p><p></p><p>Zombie Drudge</p><p>Promethean</p><p>You raise a zombie from the dead.</p><p>1/DAY</p><p>Action: Standard</p><p>Range/Area: Close Burst 12</p><p>Duration: Permanent</p><p>MALFUNCTION</p><p>As normal parameters, except the zombie is automatically out of your control as described.</p><p>ACCEPTABLE LOSSES</p><p>As normal parameters, except the zombie has 3 hp/level and gains a -2 penalty to damage.</p><p>NORMAL PARAMETERS</p><p>A dead creature is required to activate this power. A zombie rises in its place in an open square in the area.</p><p>Summoning a zombie drudge is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level).</p><p>If you fail, you lose control of the drudge, the duration of the power is permanent, and the drudge is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets.</p><p></p><p>THIRD SECRET: TRAUMA HARNESS</p><p>You merge your brain with A.I. subroutines that allow you to function even when you are unconscious.</p><p>▪ When you are reduced to 0 hit points or below, until you take fatal damage, you can spend a stunt to make yourself merely dazed and overwhelmed until you take fatal damage.</p><p>▪ If you die, you become a zombie of your level that is hostile to all creatures.</p><p>▪ You gain a warlord power.</p><p>▪ You lose 1 sanity soak.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Fantasy Craft[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596" target="_blank">Fantasy Craft Second Printing</a>[spoiler]</p><p><strong>Ghoul:</strong> Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh.</p><p><strong>Mummy:</strong> Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return.</p><p><strong>Wight:</strong> Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses.</p><p>A character killed by a wight rises again 1d6 rounds later as a wight.</p><p><strong>Ancient Ghoul:</strong> An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort.</p><p><strong>Ghostly:</strong> Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers…</p><p><strong>Ghostly Hell Hound:</strong> ?</p><p><strong>Ghostly Goblin Strumpet:</strong> A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll.</p><p><strong>Lich:</strong> Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price.</p><p><strong>Lich Necromancer:</strong> ?</p><p><strong>Lich Royal Dragon:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen Peasant:</strong> The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague.</p><p><strong>Risen Watcher in the Dark:</strong> Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence.</p><p><strong>Skeletal:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><em>Animate Dead I</em> spell.</p><p><strong>Skeletal Man-at-Arms:</strong> ?</p><p><strong>Skeletal Triceratops:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><strong>Vampiric:</strong> A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature.</p><p><strong>Vampiric Elf Nobleman:</strong> Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges.</p><p><strong>Vampiric Chaos Beast:</strong> ?</p><p><strong>Skeleton I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton V:</strong> <em>Animate Dead V</em> spell.</p><p><strong>Zombie V:</strong> <em>Animate Dead V</em> spell.</p><p>A character killed by a zombie V rises again 1d6 rounds later as a zombie V.</p><p><strong>Undead:</strong> A supernatural force clothed in the physical or spiritual remains of a once-living creature.</p><p></p><p>ANIMATE DEAD I</p><p>Level: 1 Necromancy</p><p>Casting Time: 1 round</p><p>Distance: Close</p><p>Duration: 1 minute per Casting Level (dismissible, enduring)</p><p>Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level.</p><p>• Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not.</p><p>• Zombie: A zombie may only be created from a mostly intact corpse (including muscle).</p><p>With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40.</p><p>An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier.</p><p>The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.).</p><p>Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40)</p><p>Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40)</p><p></p><p>ANIMATE DEAD II</p><p>Level: 3 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each).</p><p>Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60)</p><p>Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60)</p><p></p><p>ANIMATE DEAD III</p><p>Level: 5 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each).</p><p>Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80)</p><p>Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80)</p><p></p><p>ANIMATE DEAD IV</p><p>Level: 7 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each).</p><p>Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100)</p><p>Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100)</p><p></p><p>ANIMATE DEAD V</p><p>Level: 9 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each).</p><p>Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120)</p><p>Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120)</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123617/Laboratory-of-the-Forsaken?affiliate_id=17596" target="_blank">Laboratory of the Forsaken</a>[spoiler]</p><p><strong>Lunalia's Ghost:</strong> Lunalia’s horror at these affairs led Magnus to once again confine her, vowing to brew a potion that would “make her love him again.” Unable to escape and unwilling to face whatever Magnus had in store for her, she drew a bath, slid into the warm water, and slit her wrists. She expected this would finally put an end to her suffering, but once again Magnus had other ideas. Upon discovering her still-warm corpse, the doctor extracted her brain and reanimated her as a flesh golem. This final outrage was enough to anchor her soul to the manor as a ghost, with a lone driving need to destroy the abomination made from her remains.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Heroes Against Darkness[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/107559/Heroes-Against-Darkness?affiliate_id=17596" target="_blank">Heroes Against Darkness</a></p><p><strong>Ghoul:</strong> ?</p><p><strong>Death Claw Ghoul:</strong> ?</p><p><strong>Shrieking Ghoul:</strong> ?</p><p><strong>Lich:</strong> Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever. </p><p>As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks. </p><p><strong>Skeleton:</strong> Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders. </p><p><em>Animate Skeleton</em> spell.</p><p><strong>Dry Bone Skeleton:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Skeleton Warrior:</strong> Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again. </p><p><strong>Skeleton Lord:</strong> ?</p><p><strong>Zombie:</strong> Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic. </p><p><em>Animate Zombie</em> spell.</p><p><strong>Dirt-Born Zombie:</strong> These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers. </p><p><strong>Zombie Shambler:</strong> Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured. </p><p><strong>Zombie Flesh-Thrower:</strong> ?</p><p><strong>Zombie Corruptor:</strong> ?</p><p><strong>Ghost:</strong> <em>Animate Ghost</em> spell.</p><p></p><p>Animate Zombie (2 Anima) Spell Effect </p><p>You animate a zombie, creating an undead creature. You control the zombie's actions (major, move, minor). Zombie's level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action. </p><p>Target </p><p>Single dead body </p><p>Duration </p><p>1 rnd + 1 rnd per level </p><p>Range </p><p>Touch </p><p></p><p>Animate Skeleton (4 Anima) Spell Effect </p><p>You animate a skeleton, creating an undead creature. You control the skeleton's actions (major, move, minor). Skeleton's level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action. </p><p>Target </p><p>Single set of bones </p><p>Duration </p><p>1 rnd + 1 rnd per level </p><p>Range </p><p>Touch </p><p></p><p>Animate Ghost (6 Anima) Spell Effect </p><p>You animate a ghost, creating an undead creature. You control the ghost's actions (major, move, minor). Ghost's level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target's AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action. [/spoiler]</p><p></p><p>Iron Heroes[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596" target="_blank">Iron Heroes</a>[spoiler]</p><p><strong>Skeleton:</strong> Necromancy Method Animate Dead.</p><p><strong>Zombie:</strong> Necromancy Method Animate Dead.</p><p></p><p>NECROMANCY METHOD: ANIMATE DEAD</p><p>Mastery: 1–10</p><p>Descriptor: Negative energy</p><p>Mana: 4 mana/undead HD</p><p>Casting Time: One minute</p><p>Range: Medium (100 feet + 10 feet/necromancy mastery level)</p><p>Target: One or more dead creatures</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You reach into a corpse and find the failed flame of life within it. Using your necromantic magic, you reignite that fire with negative energy, allowing the dead to walk once more—as your servant. Using this method, you can animate a creature with Hit Dice equal to up to twice your mastery rating. At any given time you can control a number of undead with total Hit Dice equal to five times your necromancy mastery rating. If you attempt to control more than that, the undead you control with the most Hit Dice becomes independent. It might flee or attack you and your allies, based on the DM’s judgment.</p><p>The undead obey your mental commands to the best of their ability. If you lose line of effect to an undead servant, it obeys your last commands as well as it can. Commanding an undead servant is a free action.</p><p>When you animate a corpse, it becomes either a skeleton or a zombie. Use the monster templates given below in the “Creating a Skeleton” and “Creating a Zombie” sections for your newly animated undead. Either apply the template to the existing stats of a creature you wish to animate or use the generic creature statistics in the table above for each size creature from Small to Huge—you don’t need many stats, such as base attack or Intelligence, because the templates determine them. You can select almost any creature type to become undead, as animating a creature makes it lose most of its type-specific abilities.</p><p>Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead.</p><p>Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3018/The-Iron-Heroes-Bestiary?affiliate_id=17596" target="_blank">Iron Heroes Bestiary</a>[spoiler]</p><p><strong>Dire Gloom:</strong> The dire gloom arises in areas where the stuff of the Negative Energy Plane spills over into the mortal realm. Intelligent creatures slain by the influx of energy become dire glooms, chunks of negative energy given intelligence as the dying creature’s soul becomes enmeshed within the stuff of the negative plane.</p><p><strong>Hunting Spirit:</strong> A hunting spirit is a relentless hunter, the undead essence of a creature that died while pursuing a victim. Even as the creature’s body dies, its spirit continues onward in search of its prey. The hatred, anger, or hunger that drove it forward pushes its spirit on after death.</p><p><strong>Necrophage:</strong> Necrophages spawn in areas with a high concentration of necromantic energy. They arise spontaneously, the raw energy of death given physical form, in areas such as morgues, the site of an executioner’s block or a gallows pole, and so forth.</p><p><strong>Plague Giant:</strong> A plague giant is the decaying husk of a monstrously large humanoid creature animated as an undead being.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596" target="_blank">Iron Heroes Player's Companion</a>[spoiler]</p><p><strong>Skeleton:</strong> Rite of the Grave spell.</p><p><strong>Zombie:</strong> Rite of the Grave spell.</p><p></p><p>RITE OF THE GRAVE</p><p>School: Necromancy</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>EFFECT TYPES</p><p>Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions.</p><p>Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters.</p><p>Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created.</p><p>EFFECT SEVERITY</p><p>The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered.</p><p>The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created.</p><p>RITE OF THE GRAVE EFFECT SEVERITY</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Command check +0 2 HD</p><p>1 Command check +2 4 HD</p><p>2 Command check +4 6 HD</p><p>3 Command check +6 8 HD</p><p>4 Command check +8 10 HD</p><p>5 Command check +10 12 HD</p><p>6 Command check +15 16 HD</p><p>7 Command check +20 20 HD</p><p>Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any).</p><p>The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below: </p><p>COMMAND UNDEAD CHECK RESULTS</p><p>Check vs. DC Result</p><p>Check fails Creature is unaffected.</p><p>Check succeeds by 0-9 points Creature takes no action for duration of spell.</p><p>Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell.</p><p></p><p>There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro </p><p>by casting this spell.</p><p>Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created.</p><p>RANGE</p><p>The Rite of the Grave uses the standard attack spell ranges.</p><p>AREA OF EFFECT</p><p>Both Rite of the Grave effect type uses the following areas.</p><p>RITE OF THE GRAVE AREAS OF EFFECT</p><p>Tokens Spent Area of Effect</p><p>0 –</p><p>1 1 creature</p><p>2 2 creatures</p><p>3 3 creatures</p><p>4 4 creatures</p><p>5 5 creatures</p><p>6 6 creatures</p><p>7 10 creatures</p><p>DURATION</p><p>The duration of Command Undead and Animate Dead effects vary as listed below:</p><p>RITE OF THE GRAVE DURATION</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Concentration (max. 5 rounds) Concentration</p><p>1 Concentration 10 rounds</p><p>2 Concentration + 5 rounds –</p><p>3 10 minutes Permanent</p><p>4 30 minutes –</p><p>5 1 day Instantaneous</p><p>6 1 week –</p><p>7 – –</p><p>RITE OF THE GRAVE EXAMPLE</p><p>Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens.</p><p>• Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens.</p><p>• Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD.</p><p>• Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate.</p><p>• Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens.</p><p>• Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds.</p><p>Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies.</p><p>CHOOSING THE RIGHT RITE</p><p>Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Judge Dredd d20[spoiler]</p><p>The Rookie's Guide to Psi-Talent[spoiler]</p><p><strong>Zombie:</strong> These creatures can be created by psykers using the undeath power, or may arise naturally in areas of great psychic disturbance.</p><p></p><p>Undeath</p><p>Level: 1</p><p>Manifestation Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse/level</p><p>Duration: 1 hour/level</p><p>Saving Throw: None</p><p>Power Resistance: No</p><p>Power Points: 1</p><p>This power allows a character to imbue a corpse with a shadow of its former soul, allowing it to once more walk the Earth as a zombie, a shambling creature utterly under the control of the manifester’s will. Up to one corpse per level of the manifester may be turned into a zombie with each use of this power, though the manifester may never have a total of more zombies under his control than his level, regardless of how many times undeath is used. The zombies will follow the manifester or follow simple orders, as is desired. The corpse must be mostly intact for a zombie to be created and must be of medium size or smaller.[/spoiler]</p><p></p><p>The Rookie's Guide to the Undercity[spoiler]</p><p><strong>Arlington Zombie:</strong> The world almost ended in 2114, when the time-travelling Necromagus Sabbat arrived in the Radlands of Ji, the psi-saturated radioactive wasteland near to Hondo City. A powerful sorcerer of unprecedented proportions, Sabbat made use of a psi-enhancing lodestone and raised untold millions of corpses from their graves to serve as his personal army of zombies.</p><p>for some unknown reason the undead that clawed their way out of their graves in the enormous Arlington National Cemetery in the Washington Undercity remained animated after Sabbat’s defeat.</p><p><strong>Thinking Dead:</strong> Rare variations of the Arlington zombie, the beings known as ‘thinking dead’ are sentient undead creatures created during the Zombie War. Most of Sabbat’s zombie hordes were mindless automata, but it has since been found that some of the animated cadavers - about one in every ten thousand - had somehow retained fragments of their original personalities. Usually, the individual had been particularly forceful or single-minded while alive, or had died without fulfilling some important obligation. Others had been ghosts or discarnate spirits who took the opportunity to re-inhabit their former bodies.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Modern20[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/56484/Soldiers-and-Spellfighterssup20-sup?affiliate_id=17596" target="_blank">Soldiers and Spellfighters20</a>[spoiler]</p><p><strong>Skeleton Soldier Speedfreak 4:</strong> These stats represent a skeleton warrior that might be created and controlled with necromancy. </p><p>Necromancy Spellbinding</p><p>Ye Fashan's Necromantic Spellbinding.</p><p><strong>Zombie Soldier Tank 1:</strong> These stats represent a sample zombie that could be created an controlled with Necromancy. </p><p>Necromancy Spellbinding.</p><p>Ye Fashan's Necromantic Spellbinding.</p><p>Restore to Life incantation failure.</p><p><strong>Revenant:</strong> Restore to Life incantation.</p><p></p><p>Restore to Life</p><p>Conjuration (Healing)</p><p>Magic Ranks Required: 14; Components: V, S, F; Casting Time: 120 minutes (minimum); Range: Touch.; Target: Dead creature touched; Duration: Instantaneous; Saving Throw: None </p><p>The restore to life incantation was purchased by members the German Imperial Army’s Sorcery Corps (Zaubereikorps) at the Bavarian Forest portal in 1918. It was hoped that the incantation could be used to resurrect particularly competent and experienced officers and thus negate somewhat the devastating effects of trench warfare on the quality of the army – especially in the infantry branch.</p><p>This incantation was purported to restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the incantation must have been part of the creature’s body at the time of death. </p><p>Unfortunately, the best wizards in the Kaiser’s Sorcery Corps (Zaubereikorps) could never successfully perform this incantation. This led to much speculation that the incantation was a either a deliberate fraud or that this particular magic could not work properly in our world.</p><p>Unlike zombies or skeletons, the creature is restored to full hit points and retains its personality, allegiances and all skills and abilities it had before death - but it is undeniably undead (it has the Undead Physiology feat).</p><p>The deployment of revenant soldiers to the front had a disastrous effect on the morale of living troops but it helped prolong the battles of Verdun and Somme and thus forestalled the invasion of Germany. </p><p>Note: In game terms – revenants are the same characters they were before death – except they have gained the Undead Physiology feat. (See Appendix III for full details on this feat.) In a nutshell, their Constitution is reduced to 0 but they suffer no penalty to hit points from this. They do not heal naturally except through the use of spells or special abilities. They gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance – in this case - silver.</p><p>Secondary Casters: Two required (not including primary caster).</p><p>Failure: The target is returned to life as a zombie and immediately attacks the casters. The target loses all skills and abilities and uses the zombie stats from the Creature section. [/spoiler]</p><p>[/spoiler]</p><p></p><p>Mutants and Masterminds[spoiler]</p><p>Mutants and Masterminds 3e[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/87104/Mutants--Masterminds-Heros-Handbook?affiliate_id=17596" target="_blank">Mutants & Masterminds Third Edition Hero's Handbook</a>[spoiler]</p><p><strong>Construct Undead Revenant:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203004/Mutants--Masterminds-Atlas-of-EarthPrime?affiliate_id=17596" target="_blank">Atlas of Earth Prime</a>[spoiler]</p><p><strong>Zombie:</strong> Duval is not averse to creating zombies, but he finds them distasteful. Baron Samedi also has various magical powers. He can animate the dead, exert some control over the minds of the living, command reptiles, and create clouds of smoke or pitch darkness. These are innate abilities for him, not just mortal sorcery. He’s never without some zombie henchmen at hand, and is always creating more.</p><p><strong>La Cathédrale de la Douleur, The Cathedral of Pain:</strong> Throughout Quebec, particularly in times of struggle and strife, a ghostly cathedral has appeared on a hill outside various communities. Its melancholy bell strikes a note of doom, drawing visitors against their better judgment, and many who enter its beautiful stained glass doors do not return. This is la Cathédrale de la Douleur, “the Cathedral of Pain”, built in the 18th century in Quebec City. Originally just a beautiful church, it became infamous as a center of cruelty by the infamous Soeur Madeleine in the early 19th century, who used it as the center of a brutal cult. Destroyed by champions in the service of the Church in 1808, Soeur Madeleine vowed that even death would not halt her campaign to purify Upper Canada (the former name for the southern portion of what is now Ontario) of its sins, and she’s made good on that vow ever since.</p><p><strong>La Llorona:</strong> The legend of the Weeping Woman has many versions throughout Mexico and even extending into the Latino communities in the United States. The basics of the legend speak of a woman who killed her own children, sometimes to protect them, other times out of jealousy, eventually killing herself to then haunt the streets of whatever city the tale is told, crying out for her dead children.</p><p>In Ciudad Juarez, the urban legend came true. One week after the body of Lydia Vasquez, a local factory worker, was found next to the bodies of her two young daughters, an American tourist was also found dead together with a couple of local thugs. The coroner declared that the three of them had died of cardiac arrest and severe tissue damage resembling frostbite. The rumors of La Llorona’s return spread quickly, as well as sightings and the terrifying echoes of her cry of “Ay, mis hijos!”(translation, “Oh, my children!”)</p><p>La Llorona is the ghost of Lydia Vasquez and is a very, very angry spirit. She is attracted to sites where innocents have been murdered and seeks retribution.</p><p><strong>Count Karol Duval, Vampire:</strong> ?</p><p><strong>Vampire Thrall:</strong> ?</p><p><strong>Tepalcatli:</strong> A few years ago, an aging shaman went to the ruins, seeking a way to protect Palo Santo from the encroaching forces that threatened to engulf it. The rite he enacted was supposed to bring forth a champion, but he made a mistake during the ritual, and instead what he brought was a new age of darkness.</p><p>The shaman brought back from death a lowly member of one of the warring cartels as an undead creature. With one foot in the land of the living and the other on the road to Mictlan, the Nahua underworld, this man had an uncanny understanding of the power of Death.</p><p>Once named Mauricio Villa, this small time crook was accidentally brought back to life with the knowledge and power of Death magic.</p><p><strong>Undead:</strong> It is very possible the Santa Muerte cult could create powerful undead minions or sorcerers at some point.</p><p>Chiloé seems to also be the focal point of the Caleuche, a ghost ship who sails the nearby waters and is crewed by the souls of the drowned.</p><p><strong>Captain Blood:</strong> Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.</p><p>It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.</p><p><strong>Zombie Master:</strong> Unlike his immortal foe, however, Maitre Carrefour has begun to feel the effects of his age. Although he remains healthy, time has taken its toll: his hair has gone white, his once-tall form bent. Some of the sorcerer’s more recent schemes have concerned ways to restore his lost youth or, perhaps, if left with no other means to stave off death, how to become a true “zombie master” by joining the ranks of the undead.</p><p><strong>Ghost Pirate:</strong> Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.</p><p>It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.</p><p><strong>Ernesto Che Guevara, Ghost:</strong> Three years later, Ernesto “Che” Guevara, one of the two major figures in the Cuban revolution, who had gone to Bolivia to mount a guerrilla movement, was killed with help from America’s C.I.A. It’s said his ghost still wanders the place where he was executed, and time-traveling heroes identify his death as a focal point in history from which many alternate timelines branch away.</p><p><strong>Ghost:</strong> In the windswept wastes of Iceland stands the Helka Volcano, active since the 1100s and even as recently as 2000, it is again on the verge of eruption. If the fear of this imminent disaster wasn’t already enough for the people of Iceland to contemplate, folklore has long said that the volcano is guarded by a coven of witches and somewhere in its fiery depths lies a gateway to hell. The tales refer to an original group of witches, long since dead, that guarded the volcano and its gateway for fear of what was on the other side. All of them had been brought to the volcano by visions that had plagued their dreams for years before. They lived in that desolate wasteland until old age and illness took them. With every eruption, they feared the arrival of something dark and evil, but it never came to pass while they lived.</p><p>After they passed, the site lay unguarded for centuries, it’s hidden dangers long forgotten, but recently the secret of the volcano was finally rediscovered by cultists of the Eightfold Web and they’ve moved to Helka. The portal wasn’t a gateway to hell, it took travellers anywhere they wished if they knew the way. The cultists used it to open a way to Verecia, the parallel Earth containing Freedoms Reach so they could unite two aspects of the spider god, Raknis, from Earth, and Rakna, from Verecia). With its mind on both sides of the dimensional divide working towards the same goal it was easy for spider god to send agents to Helka volcano and Hell’s Forge in anticipation of the next eruption—which is when the link between the two worlds was weakest. That time is imminent and Raknis’ scheme to swarm first Earth-prime with his monstrous followers, and then Freedom Reach with technologically superior ones is on the verge of fruition. Unfortunately for Raknis, something it didn’t prepare for may disrupt the plan. Ghostly apparitions have been spotted in the area, described by all who have seen them to be the witches of legend, each one calling for help to combat a foe they can no longer overcome in their weakened state.</p><p>Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.</p><p>The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.</p><p><strong>New Knight of Malta:</strong> In truth, the Knight is not any one person, but a kind of supernatural energy or presence that occupies different Maltese citizens as hosts, granting them particular powers and an innate sense of what needs to be done with them. Thus far, the Knight has always chosen well (assuming it is a choice at all): Everyone who has wielded its power has proven worthy, and it has been a lifechanging experience for many of them.</p><p><strong>Esmeralda:</strong> An intelligent robot created by Lemurian science and powered by alchemical magic,</p><p><strong>Crimson Mask, Vampire:</strong> Eventually Báthory was betrayed and killed by Alexandru Movila, a minor sorcerer who served Báthory. Dracula rewarded Movila as a traitor deserves, but using his mystical powers and sheer willpower, Movila managed to stave off death, and now roams the world as a vile magician called Crimson Mask.</p><p><strong>Dracula, Vampire Lord:</strong> Dracula was transformed not by a mere Romani, but by an Urma (a “gypsy fairy,” one obsessed with power and night). Vlad, betrayed by his own brother and corrupt Hungarians, willingly rejected all that is good and holy for dominion over blood and darkness. He became not just a vampire, but a vampire lord.</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Hansel, Hannes Hendrik, Vampire:</strong> In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.</p><p><strong>Gretel, Gerda Hendrik, Vampire:</strong> In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.</p><p><strong>Erszebet Báthory:</strong> Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen.</p><p><strong>Lenore, Raven's Flame, Vampire:</strong> ?</p><p><strong>Aswang:</strong> ?</p><p><strong>Tlaciques:</strong> ?</p><p><strong>Upir:</strong> An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood.</p><p>Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.</p><p><strong>Ghul:</strong> An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood. In the Middle East they’re called ghuls.</p><p><strong>Lilim:</strong> Lilims are supposedly descendants of Lilith, the queen of demons.</p><p><strong>Nosferatu:</strong> Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.</p><p><strong>Vampire:</strong> A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire!</p><p><strong>Hellscreamer:</strong> Murdered by a rival, death-metal musician Kgosi “King Screamer” Bamalete was offered a second chance at life by agreeing to become an agent of supernatural retribution, punishing the wicked for their crimes.</p><p>The identity of the entity that resurrected Hellscreamer and gave him superhuman abilities is currently a mystery. It could be a demon, forgotten god, or powerful mystical hero or villain.</p><p><strong>Light Ghost:</strong> One of the mystics that owed their knowledge to Emperor Rudolf’s curiosity was Honza (John) Krisov, professor at the University of Prague, student of the occult, one of the last members of ancient Order of Light, and a minor talent in his own right. When the Nazis rose to power in Germany, Honza was visiting his close friend Helmut Shaal to inquire about the unusual talents of his children. And on the fateful Kristallnacht, the Nazi’s attacked him and his family. Their powers weren’t enough to protect them, but he gave his life in a ritual that awakened the powers of the Light-bearers within his family. Krisov still exists… in a way. Sophie sometimes claimed that she heard his wise advice. In fact, Krisov was transformed into some kind of “light ghost.” He still exists, but he needs a strong purpose to latch onto in order to grant his host powers.</p><p><strong>Tsavo:</strong> Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.</p><p>The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.</p><p>When Paterson killed the lions the spirits bound to them were dispersed, but not destroyed. At times over the next century, the spirits returned to possess the living in various places, each time taking over humans whose souls were weakened by madness, greed, sin, or evil. The spirits grow in power with each possession; all the blood they spill on their rampages makes them ever stronger and shortens the time needed before they can once again possess the living. As they’ve become more powerful, they’ve learned to twist, warp, and transform their hosts into a terrifying mix of man and beast. These monsters are now known simply as the Tsavo, which means “slaughter” in the Kamba language. They don’t always appear in Kenya, or even Africa, but they are tied to the place of their “birth,” and it is likely they cannot be truly destroyed unless someone can discover a way to purify the part of the region where they first began their murderous existence.</p><p><strong>Pizrak Smekh:</strong> ?</p><p><strong>Maemd Hiw:</strong> The spirit known as Maemd Hiw used to live life as a teenaged girl, but she was murdered by human traffickers and her soul remained on Earth–Prime.</p><p><strong>Aquatic Skeleton:</strong> ?</p><p><strong>Aquatic Zombie:</strong> ?[/spoiler]</p><p></p><p>DC Adventures Hero's Handbook[spoiler]</p><p><strong>Construct Undead Revenant:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Solomon Grundy:</strong> Many years ago, vain and wealthy merchant Cyrus Gold was murdered, his body dumped into Slaughter Swamp near Go-tham City. Mystical forces in the swamp attempted to trans-form Gold into a new incarnation of Earth’s plant elemental, but because Gold did not die by fire as required, the process was only partially successful. Decades later, a massive, shambling figure rose from the swamp, killing a pair of escaped convicts and stealing their clothes. He adopted the name Solomon Grundy from the children’s rhyme (“Solomon Grundy, born on a Monday...”) and embarked on a series of crimes in Gotham. [/spoiler]</p><p></p><p>DC Adventures Heros and Villains II[spoiler]</p><p><strong>Looker:</strong> Emily “Lia” Briggs was a timid librarian who was, unbeknownst to her, the last royal descendant of Abyssia, an underground kingdom that her ancestor founded after he gained mental powers from a crashed meteor in 2000 b.c.e. The Abyssians kidnapped and exposed Lia to the meteor fragment, which gave her incredible beauty and mental powers. Katana, a bookseller who happened to know Lia, got the Outsiders to rescue her. Lia, as Looker, joins the team.</p><p>Looker’s powers and association with the Outsiders unfortunately puts a strain on her marriage and she separates from, and eventually divorces, her husband. Looker pursues a modeling career when the Outsiders move to Los Angeles and has a brief affair with Geo-Force.</p><p>The opposition leader in Abyssia, Tamira, returns to power and engages Looker in a Rite of Challenge during which Looker loses most of her powers. Lia retires and leaves the Outsiders but later returns to Markovia. She regains her powers during a battle with the vampire Roderick but is also transformed into a vampire.</p><p><strong>Zombie:</strong> Zombies are typically animated human corpses given a semblance of life through magic or scientific means (exposure to a disease or toxic waste, for example).</p><p><strong>Zombie Flesh Eater:</strong> ?</p><p><strong>Zombie Contagious:</strong> Their condition is contagious, either to anyone killed by them, or even anyone scratched or bitten (suffering at least an injured result from damage).</p><p><strong>Skeleton:</strong> Skeletons are essentially fleshless zombies, faster and more agile because of it, and even more resistant to various forms of harm. The kind of skeletons that show up to fight heroes are often those of ancient warriors, and so may be equipped with appropriate armor and weapons, improving their damage and Toughness by +2 each and increasing their power level by 1 (although minion rank remains the same).[/spoiler]</p><p></p><p>DC Adventures Universe[spoiler]</p><p><strong>Undead:</strong> Lady Styx can raise all intelligent living beings slain by her followers as undead worshippers.</p><p><strong>Darkstar Envoy:</strong> Once the hope for peace and justice in the universe, the Darkstars are now undead agents of Lady Styx, raised to pseudo-life in her service.</p><p><strong>Earth 43 Batman:</strong> This is a world with a higher quotient of supernatural involvement than normal, where Batman was ultimately turned into a vampire and must control his own darker urges in order to continue his war on darkness.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/224011/Freedom-City-Third-Edition?affiliate_id=17596" target="_blank">Freedom City (Third Edition)</a>[spoiler]</p><p><strong>Lantern Jack:</strong> There were tales of Lantern Jack, who haunted the nighttime streets of Lantern Hill carrying a ghostly, glowing lamp with him. The stories said he was the ghost of a patriot hanged by the British, his lantern shining with the light of vengeance and liberty. Others claimed he was a traitor to the Revolution, cursed to wander the Earth. </p><p>Fortunately, Lantern Hill also has a guardian in the form of the ghostly avenger known as Lantern Jack, who has haunted its streets for more than two centuries, paying for his sins by serving as an instrument of justice and, on occasion, righteous vengeance. </p><p>The ghostly guardian of Lantern Hill dates back to the Revolutionary War in Freedom City. Stories claim Lantern Jack is the restless spirit of a colonial patriot slain by a British officer when he attempted to warn the people of the city of an attack. </p><p>The truth is John Halloran betrayed the rebels secretly meeting in the Emerald Dragon tavern to the British. He regretted his actions when he found they planned to murder, not imprison, the rebels and anyone else in the tavern. John tried to warn them and stop the redcoats, but was killed for his trouble. The fate of his soul hanging in the balance, John Halloran’s final good deed did not outweigh his sins. Given a chance to redeem himself and prove himself worthy, John accepted the charge of meting out vengeance, justice, and truth against the evils of the world. </p><p><strong>Jack-a-Knives:</strong> The being known as Jack-a-Knives is a Murder Spirit, the soul of a vicious killer from the ancient world pledged to Hades, Lord of the Underworld. Upon the killer’s death, Hades stripped the spirit of its memories and personality, leaving behind nothing except the desire to kill and the knowledge of how to do it. Some believe Jack is actually an amalgamation or distillation of such dark spirits, gathered over the centuries and fused together in the fires of Tartarus into a single malevolent entity. </p><p><strong>Dracula, Vampire Lord:</strong> ?</p><p><strong>Zombie:</strong> Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets. </p><p>The morgue increased on-site security after an incident in which followers of Baron Samedi caused a series of deaths using “zombie powder,” which caused the victims to rise as walking corpses three days later. </p><p>Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. </p><p>Siren didn’t have long to wait before the Baron struck with his first ploy, transforming the criminals she captured into his zombie minions and sending them against her. </p><p><strong>Ghost:</strong> Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.</p><p>Potential adventures include vengeful ghosts of Happanuk natives; executed witches or suspected witches; or British or Colonial soldiers or sympathizers from the Revolutionary War; any of which might be disturbed by things like archeological digs, reenactments, or just the right conjunction of mystical forces at a particular time—say, Halloween or All Souls’ Day, for example. </p><p><strong>Malador:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Burning Ghost:</strong> ?</p><p><strong>Ghost of Mary James:</strong> ?</p><p><strong>Skeleton:</strong> Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.</p><p><strong>Ghost of Wilhelmina Phillips:</strong> Mina can be an active presence in stories set in and around the asylum, as well. Unable to rest, her spirit may have become a ghost. Depending on the circumstances of her demise, she may be vengeful, or still filled with despair and inflicting it upon anyone sensitive to her presence—including some patients of the asylum! </p><p><strong>Undead:</strong> ?</p><p><strong>Conqueror Worm, Michael Reeves:</strong> Stunned by the revelation the homicidal Reeves knew of his secret love for Jasmine Sin, Duncan Summers unintentionally caused the Conqueror Worm to fall to his death. Reeves’ soul remained in well-earned torment for 40 earthly years. </p><p>Then, as part of a malefic scheme, Malador the Mystic sought a spirit as evil and corrupting as his own, and Michael Reeves’ shone out even in the darkest realms. Using his great and ancient sorcery, Malador restored Reeves to undead life and imbued him with power over the mystic forces of death itself. </p><p><strong>Knightfire:</strong> As an adult, Dan ended up working in Freedom City as a security guard for a department store until his boss fired him for rousting and threatening a black patron. Dan proceeded to go out and get drunk, ignorant of what was going on around him. It was clear to him that Freedom City was just like everywhere else—run by the mongrel races and with no place for a real man. That’s when the stranger approached Dan and offered him his card. He had an offer, one Dan didn’t believe, so why refuse? He said Daniel Foreman could become the true hero he’d always wanted, if he really wanted it. Dan isn’t sure what happened, only that he found his way home and passed out. </p><p>He woke up to find his bedroom in flames! He panicked for a moment, but realized the fire didn’t hurt him or the new clothes he was wearing; in fact, the flames made him feel stronger—purer—than ever. He realized the vision he had was real. He had the power, and then he knew: the purifying fire of God had touched him, and made him into the hero the world needed. He was the chosen one who would purify the Earth with fire—the White Knight! </p><p>The White Knight became infamous in Freedom City as a hate-monger and a vicious terrorist, unswayable from his mission to purify the world. The more he fought—and lost—the hotter the flames of his hatred grew, until, one day, they consumed him. While fighting members of the Freedom League, White Knight set an office building in Southside ablaze. The heroes managed to save the innocent people trapped inside, but couldn’t get White Knight out before the entire building caved in on him. His body was later recovered from the burned-out rubble. But that was not the end of him. Daniel Foreman made a deal, and the terms of that deal delivered his soul into realms beyond mortal ken. Torment distilled his essence—until only the purest hate remained— before the spirit that was once Daniel Foreman was dispatched back into the world, no longer the White Knight, but the infernal being calling itself “Knightfire”. </p><p><strong>Ghost of Stefan Bathory:</strong> Fifteenth Century Eastern European occultist Alexandru Movilâ made many enemies in his day, not the least of whom was Stefan Báthory, the lord of Transylvania, whom Alexandru betrayed to the Turks. For his treachery, he was cursed, haunted by Stefan’s ghost and unable to die, but most certainly able to suffer. </p><p><strong>The Silver Scream, Lauren Hammond:</strong> Faced with the end of her career and obscurity, Lauren gave what she considered her final performance when she overdosed on medication. Her landlady found her body, and the curtain fell on Hammond’s life. </p><p>She would have been relegated to historical retrospectives on the horror film industry and “Whatever happened to...?” documentaries, but Lauren Hammond’s spirit would not rest. The despair that claimed her life also gnawed at her soul, keeping her from whatever afterlife awaited. Instead, Lauren Hammond returned as a vengeful ghost in the 1950s to haunt the theatres she associated with her downfall, striking back against the producers, directors, and actors who spurned her. </p><p>The Silver Scream is a ghost, the spiritual and emotional essence of the woman who was once Lauren Hammond, if not her actual soul. </p><p></p><p>ZOMBIE POWDER </p><p>Enhanced Fortitude 5 (Limited to Resisting Fatigue and Pain), Enhanced Will 5. </p><p>While the drug’s effects last, users have Will 0 against magical forms of mind control. Make a Fortitude check (DC 10) when a character ingests zombie powder. Failure means the user falls into a coma and must make another Fortitude check (DC 15) to avoid immediate death. The DC increases by +1 with each additional dose (+4 with each additional dose in the same 24 hour period), ensuring the eventual death of an addict. Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. Use the Zombie stat block in Chapter 7 of the Hero’s Handbook. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/187984/Hero-High-Revised-Edition?affiliate_id=17596" target="_blank">Hero High (Revised Edition)</a>[spoiler]</p><p><strong>Jack-a-Knives:</strong> ?</p><p><strong>Ghost Pirate:</strong> ?</p><p><strong>Undead Pimp:</strong> ?</p><p><strong>Ghost of Murdered Camper:</strong> ?</p><p><strong>Ghost of the Bard:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Burning Ghost:</strong> The Burning Ghost is the soul of someone whose thirst for vengeance twisted and completely blinded them. The vengeance spirit gave this power to Strype and, later, to William Warner.</p><p><strong>Governor Strype's Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204720/Mutants-and-MastermindsThe-Super-Villain-Handbook-Deluxe-Edition-Conversion-Pack?affiliate_id=17596" target="_blank">Mutants & Masterminds The Super Villain Handbook Deluxe Edition Conversion Pack</a>[spoiler]</p><p><strong>Dracula:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/244453/Rogues-Gallery?affiliate_id=17596" target="_blank">Rogues Gallery</a>[spoiler]</p><p><strong>Lantern Jack:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Kathryn the Red, Kathryn van Houten, Dullahan:</strong> Kathryn van Houten lived in Mystery, New Hampshire (see The United States of America in Atlas of Earth-Prime) in the days leading up to the American Revolution. Her husband, Rudolf van Houten, was a tax collector for King George III. Rudolf’s job afforded a life of domestic bliss for the pair. They moved into a large manor house in the hills overlooking Mystery, threw lavish parties, and mingled with local high society. Their wealth only grew as the English crown tightened its grip on the colonies. </p><p>Rudolf’s work kept him away from home for months at a time, leaving Kathryn to entertain herself. She was fascinated with her German heritage, particularly the stories of Hessian mercenaries. Kathryn used her considerable leisure time to practice swordplay, horseback riding, and marksmanship. Her interest even led her to have a specially-fitted suit of armor made. She was a popular woman about town and hosted banquets whenever she could. She would demonstrate her martial prowess to the delight of her guests, and word of her peculiar interests spread across the New Hampshire colony. </p><p>Unfortunately, Kathryn’s world came crashing down as the New World buckled beneath the weight of the Old. When war broke out between England and the colonies, an angry mob of revolutionaries attacked her husband. They tarred and feathered Rudolf, before parading him through the streets of Mystery and hanging him as a traitor. The trauma broke Kathryn and she abandoned the manor, taking only her equipment and horse with her. She met a group of Hessian mercenaries and demanded to join their company. The men were skeptical at first, but agreed to let her fight with them after hearing of her husband’s fate. </p><p>Kathryn earned the nickname “the Red” during the opening battles of the war due to her savagery. She led cavalry charges on the ranks of rebel riflemen, scattering her enemies before her. Her ferocity became a thing of legend and minutemen huddled around their fires prayed not to run into Kathryn the Red and her screaming Hessian butchers. Kathryn’s luck eventually ran out; before the close of the war she was captured and beheaded by rebels. </p><p>That wasn’t the end of Kathryn’s story, however. In the moments before her death, she vowed revenge on all who had wronged her. A crack of thunder split the </p><p>air as her head left her shoulders and Kathryn’s spirit departed this realm, her soul taken before the court of the Unseelie Fey. Kathryn’s shade was given a choice: bury her rage and pass on in peace, or haunt the Earth as a dullahan, collecting spirits for the Unseelie and punishing those who’d wronged her. Kathryn chose the latter and returned to the land of the living as one of the Unseelie’s headless riders. Kathryn the Red has plagued Mystery ever since.</p><p><strong>Indomitable:</strong> Indomitable was Kathryn van Houten’s mount during the Revolutionary War, and even then he was a massive, ill-tempered beast. Now Indomitable is a terrifying spectral horse that serves as Kathryn’s loyal steed </p><p><strong>Kid Grimm, Bo Carlson:</strong> Bo Carlson was never a particularly successful outlaw. His crimes never made the newspapers, and his profits were barely enough to keep him in whiskey. As the Civil War raged across the States, Carlson began to make his way north in an attempt to avoid the conflict. He began to hear tales about Fort Emerald, a burgeoning town where he decided he may be able to make a name for himself. </p><p>A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm. </p><p>For days he travelled across the wilderness before stopping off at White Peaks, a small town on the other side of the Atlas Mountains from Fort Emerald. As he slowly rode towards town, a small wagon with a man and woman huddled against the cold passed by. Initially, he dismissed them as just another poor family making their way west, but for some reason he glanced back as it rolled by. Through the open back he saw two children playing with what appeared to be gold coins—more money than Grimm had seen in a long while. Grimm knew he couldn’t pass up such easy pickings. </p><p>He drew a pistol from his belt, pulled his scarf across his face, rode up, and threatened the weather-worn, elderly driver. Grimm demanded he turn over the coins the children were playing with in the back. Frightened, the driver pulled back on the reins and the wagon slowed. Then Grimm noticed the woman sitting next to the driver had pulled a shotgun from beneath her blankets and pointed it towards him. She fired the gun, narrowly missing Grimm, and he responded with a blast from his own pistol, which caught the woman in the chest. Screams came from inside the wagon, but Grimm wasn’t done. He sent a second shot into the man and then three more through the covering of the wagon until everything was quiet. Then he reached into the wagon and gathered his spoils, thirteen gold coins larger and brighter than any he had seen before. As he admired them in the morning light, he heard a murmur from the driver’s seat. The woman was still alive and her eyes were fixed upon him as she said something in a language Grimm couldn’t understand. As she finished, the winds kicked up and he felt ... something become part of him—almost like it had invaded his soul. Then the woman was dead, so Grimm shrugged, and rode off. </p><p>He continued on to White Peaks, the strange words echoing in his mind. Little did he know that a marshal heading to White Peaks stumbled across the wagon and discovered the children inside were still alive. With their description, the marshal found and arrested Grimm as he sat, drunk, in a White Peaks bar. Shortly thereafter, he was sentenced to die by hanging. As the trapdoor opened beneath his feet, the words of the woman thundered through his mind, and this time he understood their meaning. “The cost of our lives was thirteen coins; you shall not rest until the coins are returned.” </p><p>Grimm’s body was buried unmarked outside of town, but thirteen nights later his spirit returned, his black heart reforged into two obsidian black six-guns. </p><p><strong>Brimstone, Ghostly Steed:</strong> ?</p><p><strong>Mother Moonlight, Anna-Marie Delgado:</strong> Her children’s deaths finally opened Anna-Marie’s eyes to the truth: that the so-called superheroes had once again killed those most important to her, stealing her hope and joy for their moment of careless glory. Consumed with anger and despair, she wandered into the Chihuahua desert alone on a moonless night and screamed to the old gods she had abandoned so long ago, cursing them for their powerlessness and begging them for her children’s souls. Anna-Marie opened her veins while chanting to Cihuacoatl, begging the fertility goddess to take her as a cihuateto—a sacred spirit-mother, pledging eternal service in return. </p><p>But she had been faithless for too long, and not died honorably in birth as was Cihuacoatl’s will. Only Coatlicue—the ancient, two-headed mother of the gods, insatiable mistress of death and rebirth—answered Anna’s bloody call. The Devouring Mother again wanted a presence in the world, challenging Anna-Marie that if she felt the gods of old were so useless, then it would be her burden to make them relevant once more. And so rose up an unliving servant: Mother Moonlight. Anna-Marie returned not as an elegant night-warrior but an abomination, with serpents and mud in her veins and a cold, reptilian hunger to remake the world, beginning with the “children” of those who had wronged her. </p><p>Mother Moonlight is maternal grief twisted into hatred, self-loathing, and gross purpose. She blames all costumed champions for her children’s deaths, and by extension the wrongs of society, and they are the lens through which she will remake a just world for the old gods of Central America to rule once more. </p><p><strong>Vampire:</strong> ?</p><p><strong>Spirit of Achilles, Ghost:</strong> ?</p><p><strong>Zombie:</strong> The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions.</p><p><strong>Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie:</strong> Dr. Josh Harrington was an Emerald City research pathologist tasked with eliminating the threat posed to humanity by super bugs. Dr. Harrington believed that a disease-free future could be found by studying extraterrestrial DNA harvested from super-powered volunteers. Confident that he was on the verge of a breakthrough and threatened with the closure of his project, he injected an array of dangerous bacteria into alien cells and the results were catastrophic. The bacteria absorbed the alien DNA and began to replicate itself at an astonishing rate. Dr. Harrington’s protective gear was overwhelmed by the microbes, and before he could decontaminate himself, he succumbed to the disease. Unfortunately, that wasn’t the end for Dr. Harrington. The alien DNA granted a malevolent sentience to the bacteria; the augmented cells latched onto his nervous system, reanimating the doctor’s body and dragging it out of the research facility. </p><p>Using the doctor’s corpse, the bacteria escaped into the city and entered the sewers where it explored and learned about its environment and existence. It warped Dr. Harrington’s body, bloating and scarring it beyond recognition to create a home for itself. The bacteria reproduced at an unprecedented rate, filling its new home to the brim with all manner of contaminants. In a matter of days, the creature that would become known as Pandemic was ready to spread its pathogens. </p><p><strong>Lodi Hare-Foot, Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180634/Super-Powered-Bestiary?affiliate_id=17596" target="_blank">Super Powered Bestiary</a>[spoiler]</p><p><strong>Devourer:</strong> The origins of the devourers are shrouded in mystery. Some claim that devourers are the undead forms of fiendish creatures, such as demons and devils. Others say they are the result of ancient, giant necromancers from a bygone era; or perhaps even another dimension.</p><p><strong>Allip:</strong> Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.</p><p><strong>Bodak:</strong> This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity.</p><p>Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves.</p><p>Bodak's Create Spawn ability.</p><p><strong>Ghost Banshee:</strong> A banshee is the ghost of an evil fey creature.</p><p><strong>Ghoul:</strong> People rightfully fear ghouls and their corpse-eating ways. The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.</p><p>Diseased Bite power.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of creatures that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done; this often results in the ghost returning into existence even if it has been destroyed over and over again.</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lich:</strong> Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature. The process allows that spellcaster to retain his intelligence and magical powers, while gaining a large number of new necromantic powers.</p><p>To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.</p><p><strong>The Broken King:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.</p><p><strong>Mummy:</strong> The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.</p><p><strong>Shadow:</strong> Any living creature slain by a shadow rises as a shadow soon afterwards.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Fast Vampire:</strong> ?</p><p><strong>Flying Vampire:</strong> ?</p><p><strong>Wight:</strong> The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves.</p><p><strong>Wraith:</strong> This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.</p><p><strong>Zombie:</strong> A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.</p><p>Those slain by a Mohrg arise soon afterwards as a zombie.</p><p>Mohrg's Zombie Plague power.</p><p><strong>Plague Zombie:</strong> These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.</p><p>Plague Zombie's Necromantic Infection power.</p><p></p><p>Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points</p><p></p><p>Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points</p><p></p><p>Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points</p><p></p><p>Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points</p><p></p><p>Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Limited to those slain by the mohrg, Permanent, Uncontrolled) – 4 points</p><p></p><p>Necromantic Infection: Affliction 5 (Fatigued, Exhausted, Transformed [into plague zombie]); Resisted and Overcome by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive – 6 points[/spoiler]</p><p></p><p>Super Powered Bestiary Aboleth to Cyclops[spoiler]</p><p><strong>Allip:</strong> Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.</p><p><strong>Bodak:</strong> This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity.</p><p>Anyone who locks eyes with a bodak will die instantly and himself return as a bodak within one day.</p><p>Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Normally this does not require game mechanics, as it is not a fate that should befall any Player Character; only NPCs should suffer from such a horrifying end. However, should a GM want to simulate this ability, they may use the following Power:</p><p>Create Spawn: Burst Area Affliction 5 (Dazed / Compelled / Transformed [corpse into bodak]; Resisted by Fortitude; Affects Objects [corpses only], Linked to Death Gaze, Reaction [when living being is slain by Death Gaze]) – 25 points[/spoiler]</p><p></p><p>Super Powered Bestiary Eagle to Invisible Stalker[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the undead spirits that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done.</p><p><strong>Ghost Banshee:</strong> A banshee is the ghost of an evil fey creature.</p><p><strong>Ghoul:</strong> The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.</p><p>Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued / Exhausted / Transformed [corpse slain by ghoul bite into ghoul]; Resisted by Fortitude; Affects Objects Only, Progressive) – 13 points</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p>Super Powered Bestiary Kraken to Rust Monster[spoiler]</p><p><strong>Lich:</strong> Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature.</p><p>To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.</p><p><strong>The Broken King:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.</p><p><strong>Zombie:</strong> Those slain by a Mohrg arise soon afterwards as a zombie.</p><p>Mohrg's zombie plague power.</p><p>Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Continuous, Limited to those slain by the mohrg, Uncontrolled) – 8 points</p><p><strong>Mummy:</strong> The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.[/spoiler]</p><p></p><p>Super Powered Bestiary Sahuagin to Zombie[spoiler]</p><p><strong>Shadow:</strong> Any living creature slain by a shadow rises as a shadow soon afterwards.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.</p><p><strong>Vampire:</strong> ?</p><p><strong>Fast Vampire:</strong> ?</p><p><strong>Flying Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves.</p><p><strong>Wraith:</strong> This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.</p><p><strong>Zombie:</strong> A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.</p><p><strong>Plague Zombie:</strong> These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.</p><p>Plague Zombie's necromantic infection power.</p><p></p><p>Necromantic Infection: Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive) – 6 points[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/239914/Super-Powered-Legends-Sourcebook?affiliate_id=17596" target="_blank">Super Powered Legends Sourcebook</a>[spoiler]</p><p><strong>Dracula:</strong> 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok.</p><p>The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires.</p><p>In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.”</p><p><strong>Nachtoter, Jonathan Howlett, Vampire:</strong> 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire.</p><p>1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin.</p><p>Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire.</p><p><strong>Russian Ghost:</strong> 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost.</p><p><strong>Vampire, Alexander Dodge:</strong> 1974, October: Alexander Dodge is transformed into a vampire.</p><p><strong>Vampire, Sarra Matsoukas:</strong> 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker.</p><p><strong>Vampire, Glamour:</strong> 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”</p><p><strong>Vampire, Tempest:</strong> 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”</p><p>In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride.</p><p><strong>Vampire:</strong> It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists.</p><p>Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row.</p><p><strong>Ghost:</strong> ?</p><p><strong>Count Orlok:</strong> ?</p><p><strong>Vampire Average:</strong> This build for an “average” vampire is a newly-created undead spawn.</p><p><strong>Vampire Strigoi:</strong> ?</p><p><strong>Vampire, Milady Pierce:</strong> When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Atmet:</strong> In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I.</p><p>On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107885/Vicious-Villains-II-Mystical-Monsters?affiliate_id=17596" target="_blank">Vicious Villains II Mystical Monsters</a>[spoiler]</p><p><strong>Count Erich Grey:</strong> ?</p><p><strong>Ghost Serpent:</strong> The assassin known throughout the criminal underworld as the Ghost Serpent was once a humble Palestinian housewife. Her home was hit by a stray rocket during one of the many border skirmishes in her homeland. She died covered in the blood of her two children. Her rage was so strong that her spirit remained behind, making her a ghost.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Mutants and Masterminds 2e[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/19910/Mutants--Masterminds-Second-Edition?affiliate_id=17596" target="_blank">Mutants and Masterminds 2e</a>[spoiler]</p><p><strong>Vampire Lord:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/55068/Book-of-Magic?affiliate_id=17596" target="_blank">The Book of Magic</a>[spoiler]</p><p><strong>Denizen of the Dead:</strong> ?</p><p><strong>The Hungry Dead:</strong> ?</p><p><strong>Shade:</strong> ?</p><p><strong>Malador the Mystic:</strong> Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58382/Misfits--Menaces-Tricks--Treats?affiliate_id=17596" target="_blank">Misfits & Menaces Tricks & Treats</a>[spoiler]</p><p><strong>Dracula:</strong> Fatally wounded in battle against the Ottomans near Bucharest in 1476, Vlad’s dark soul cried out into the cosmic void and there its call was heard by an incomprehensible power of deepest evil. Perhaps seeing an opportunity or merely looking for a way to amuse itself, this power infused Vlad with some of its dark essence, transforming the warrior prince into one of the undead.</p><p><strong>Graveside:</strong> A former Mafia foot soldier during Las Vegas’ heyday, Samuel was left out in the desert and buried alive after turning over information to the FBI. Unknown to the toughs that buried him, Sam’s grave was dug in a lost Paiute Native American burial ground and its spirits did not welcome the intruder. After he died of asphyxiation, Samuel’s body rotted rapidly due to the spirits’ anger while his own spirit was cast out to wander the Earth.</p><p><strong>The Horseman:</strong> A Hessian hussar paid by the British to fight the rebels of the American Civil War, Reichart Hümmel was an especially brutal warrior who made a reputation amongst his enemies for taking the heads of his slain opponents as a means to spread terror amongst the revolutionaries. Ironically, he was slain at the battle of Chatterton Hill in 1776 when an American cannonball skipped across the field and decapitated him while still mounted upon his massive black charger.</p><p><strong>Pumpkin Jack:</strong> Unfortunately for the serial killer, his first victim in New Orleans was actually a Creole voodoo priestess in the wrong place at the wrong time. With her last breath and using the only thing she had at hand, a straw voodoo doll, the priestess cursed Jack by dispossessing his spirit and casting it into the spiritual ether. Because of the curse’s connection to the voodoo doll catalyst the priestess used, Jack’s soul settled in the first similar straw icon it came across: a straw scarecrow.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/57403/Wild-Cards?affiliate_id=17596" target="_blank">Wild Cards</a>[spoiler]</p><p><strong>Crypt Keeper:</strong> He drifts through the 1980s, getting in trouble for more small-time stuff, but in 1987 kills a clerk in a liquor store robbery gone wrong. He snaps and takes a deer rifle and a .45 magnum to the top of a tower at the University of Texas in Austin, and spends an afternoon sniping at passers-by. He kills 26—27 if you count himself, as to avoid capture he blows away the side of his head and half his face with the pistol. But his career is only beginning. </p><p>Puckett wakes up in the potters’ field where he was buried, which had also been used as a toxic waste dump, and he realizes the Lord has given him a second chance to do right with his life. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28754/The-6th-Seal?affiliate_id=17596" target="_blank">The 6th Seal</a>[spoiler]</p><p><strong>Thomas Amber Elder Vampire:</strong> In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/13114/GODSEND-Agenda-Superlink-Conversion?affiliate_id=17596" target="_blank">Godsend Agenda Superlink Conversion</a>[spoiler]</p><p><strong>Undead:</strong> Dr. Necropolis' animate undead power.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50247/Another-13-Shades-of-Darkness?affiliate_id=17596" target="_blank">Another 13 Shades of Darkness</a>[spoiler]</p><p><strong>Mary Blood:</strong> The New York Chapter used Mary as bait, knowing that her youth and good looks would make her irresistible to their quarry. They sent her into a private club owned by an ancient Hungarian vampire named Count Zoltan, and used her to lure him to his doom. Mary was bitten during the course of the adventure, so her new friends in the Society prepared to have her killed. She had never trusted them, however, and ran away before they had a chance to pound a stake through her heart. By the time she arrived in the PCs’ campaign city, she could no longer walk by day.</p><p><strong>Voracious Legion:</strong> Shortly before the cataclysm, M’aal’iss’ha–the Legion’s matriarch-priestess, slut-bride of the Eternal Eater–had a premonition of the impending disaster. She gathered the fiercest, most merciless warriors of the Legion to her side, bidding them to capture as many captives as they could along their journey and bring these unfortunates to her. She especially encouraged the Legionnaires to secure pregnant females and newly-hatched offspring. She then led them into the deep caverns that extended for miles under the surface of H’raath. There they performed an obscene ritual where that culminated in the sacrifice of their captives and their undying pledge to serve S’aar’ah’man beyond the end of their world, beyond death or damnation.</p><p><strong>Longing Dead:</strong> Not all the soldiers, scientists, and technicians who succumbed to the unleashed Delirium were lucky enough to die. Some of the stronger-willed ones suffered a far worse fate; unwilling to relinquish the rage they felt at having their lives stolen away from them by the obscene entity that had crept out of the crawlspace between worlds, their hatred prevented their souls from wholly moving on from this plane of existence. Instead some remnant of them remained in their hollowed-out shells, seething with anger over all that had been stripped away from them.</p><p>Despite the fact that they gnash at their victims with their broken, jagged teeth, they do not consume flesh. Instead they try to grapple their targets and drag them to the ground, where they then try to steal away their essence, causing the poor unfortunates to rapidly weaken and age, while the Longing Dead gain strength. Those who survive this process regain their youth within a few minutes rest (though other injuries they sustained must heal normally) but any who perish join the Longing Dead.</p><p><strong>:The Maiden</strong> She discovered the whereabouts of Soviet Science City Six and came here alone, looking for occult secrets. In Test Chamber Five, she found out more than she wanted. Now her angry ghost stalks the halls of Soviet Science City Six, something more and less than human.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Qalidar[spoiler]<a href="http://www.drivethrurpg.com/product/215803/Qalidar-Supplement-2-Qritters?affiliate_id=17596" target="_blank">Qalidar Supplement 2: Qritters</a></p><p><strong>Tethered:</strong> The tethered are vectors that have been bound to a physical form of some sort. Humanoid corpses serve this purpose readily, but more ambitious karcists have been known to use the remains of other creatures or construct entirely artificial bodies.</p><p>The tethered, on the other hand, are vectors bound, possibly against their will, to a material form. This form is often, but not necessarily, a dead human body.</p><p><strong>Coal Mite:</strong> These vicious little creatures are made entirely of smoldering char animated by destructive vectors.</p><p><strong>Dross:</strong> Dross are vaguely humanoid lumps of shifting flesh, all that remains of the victims of corrosively alien vector.</p><p><strong>Ghoul:</strong> Ghouls are human or humanoid creatures that have been twisted into cannibalistic parodies of their former selves.</p><p><strong>Homunculus:</strong> The homunculus is a miniature servant created by binding a vector to an artificial body.</p><p>A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost $500. The work must be performed by a karcist, although the karcist can bond the homunculus to a client rather than himself. Creating the body requires a DC 12 Intelligence check. After the body is sculpted, it is animated through an extended ritual that requires a specially prepared laboratory or workroom, costing $5,000 to establish. If the master is personally constructing the creature's body, the building and ritual can be performed together. Cost to construct is at least $10,500. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds $20,000 to the cost to create.</p><p><strong>Mummy:</strong> Mummies are well-preserved corpses animated by particularly ambitious and devious vectors.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, known primarily as the mindless pawns of karcists.</p><p><strong>Wight:</strong> A wight is a shriveled corpse animated by hate and bitterness.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated by bound vectors.[/spoiler]</p><p></p><p>Silver Age Sentinels d20[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/383/Silver-Age-Sentinels-d20-Edition?affiliate_id=17596" target="_blank">Silver Age Sentinels: d20 Edition</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Dracula:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Doc Cimitiere, Zombie:</strong> Doc Cimitière returned from dead as zombie.</p><p>The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment.</p><p>Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him.</p><p><strong>Zombi:</strong> The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier.</p><p>The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/377/Roll-Call-1?affiliate_id=17596" target="_blank">Roll Call #1</a>[spoiler]</p><p><strong>Century, Dr. Zebediah Potter, Dr. Z, Vampire:</strong> His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture.</p><p><strong>Zu Hsien-ku, Vampire:</strong> ?</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Slaine d20[spoiler]</p><p>Slaine the Roleplaying Game of Celtic Heroes[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Half-Dead:</strong> ?[/spoiler]</p><p></p><p>The Invulnerable King[spoiler]</p><p><strong>Sokkvabek Folk:</strong> These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own.</p><p>Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.[/spoiler]</p><p></p><p>The Ragnarok Book[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith Sorcerer:</strong> ?</p><p><strong>Naescu Shadow Druid 9:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Spellchrome[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/68843/Spellchrome-Core-Rulebook?affiliate_id=17596" target="_blank">Spellchrome Core Rulebook</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lumbering Dead:</strong> When barrier spirits cross over into Eldlandria, some are not strong enough to feed off or control a living creature. The barrier spirit is forced to inhabit and use a human corpse, creating what is commonly called the lumbering dead.</p><p>Stories persist of humans working in coordination with spirit forces to cobble together even more powerful lumbering dead from the components of several corpses.</p><p>In order for a victim to become a lumbering dead, they have to die first (even then, it’s rare).</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>True20[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/55402/True20-Adventure-Roleplaying-Revised-Edition?affiliate_id=17596" target="_blank">True20 Adventure Roleplaying Revised Edition</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power. </p><p><strong>Crypt Wight:</strong> Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane. </p><p><strong>Ghost:</strong> Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Skeleton:</strong> Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Vampire:</strong> </p><p>If a vampire kills a victim with blood drain, the victim returns as a vampire in three days. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Zombie:</strong> Zombies are corpses animated by supernatural forces. </p><p><em>Imbue Unlife</em> spell.</p><p></p><p>Imbue Unlife</p><p>Fatiguing</p><p>You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent.</p><p>Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again.</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 from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife.</p><p>The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control.</p><p>Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/63405/The-Imperial-Age-True20-Edition?affiliate_id=17596" target="_blank">Imperial Age True20</a>[spoiler]</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of forgotten Egyptian gods. </p><p><strong>Apparition:</strong> Apparitions are the spectral remnants of intelligent beings that, for one reason or another, cannot remain at rest. </p><p><strong>Ghost Apparition:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Two Worlds Tabletop RPG[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/61414/Two-Worlds-Tabletop-RPG?affiliate_id=17596" target="_blank">Two Worlds Tabletop RPG</a></p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945145, member: 2209"] [b]Other d20 Systems[/b] Other d20 Systems[spoiler] 13th Age [spoiler] 13th Age Cumulative[spoiler] [b]Undead:[/b] White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. (13th Age Core Book) The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife. (13th Age Core Book) When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary) When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary) When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. (13th Age Bestiary) When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. (13th Age Bestiary) Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. (13 True Ways) Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. (13 True Ways) If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. (Book of Loot) The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead. (The Book of Ages) They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead. (The Book of Ages) Necroblast Sorcerer or Wizard talent. (The Book of Ages) [b]Undead:[/b] Bar-en-Huil is long buried, so no-one knows if it’s a city or a town or some other structure. It’s a ruin, many Ages old, that covers the lower western slopes of Claw Peak. The bizarre landslides caused by the hellhole sometimes lift away the rubble that entombs the ruined city, making it possible to explore the ruins of Bar-en-Huil for brief periods until the rocks fall on it again. Undead—perhaps awoken by the proximity of the hellhole—drift through the streets, mourning their lost city. (The Book of Demons) Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. (The Book of Demons) Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. (13th Age Glorantha) If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. (13th Age Glorantha) The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. (13th Age Glorantha) Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. (13th Age Glorantha) Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. (13th Age Glorantha) Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. (13th Age Glorantha) Deathless Champion power of the Heart of Death artifact. (Loot Harder: A Book of Treasures) Peer of the Realm of Death Epic power of the Heart of Death artifact. (Loot Harder: A Book of Treasures) [b]Argir the Undead:[/b] The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being. (Gods and Icons) [b]Bat Wraith Bat:[/b] ? [b]Bone Dervish:[/b] ? [b]Bone Dervish Puppet:[/b] Bone Dervish's Raise Minion power. (The Book of Ages) [b]Breathstealer Cat:[/b] ? [b]Breathstealer Thrall:[/b] If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall. Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time. (The Book of Ages) [b]Dybbuk:[/b] Dybbuks are the souls of the dead who wish to continue living in warm bodies. (13th Age Bestiary) [b]Evil Overlord Undead Horror:[/b] ? [b]Flower of Unlife Death Blossom:[/b] When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways) When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways) [b]Flower of Unlife Lich Flower:[/b] When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways) When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. (13 True Ways) [b]Ghiama:[/b] Ghiama: She still hasn’t forgiven the vampires for making her white head undead. (Gods and Icons) [b]Ghost:[/b] Somebody once died while riding on a friend’s shoulders, and their ghost haunts the saddleback pauldrons. The phantom seeks to complete unfinished business, and that means joining up with the Crusader’s forces on a foolhardy mission. (Loot Harder: A Book of Treasures) [b]Ghost of Moth:[/b] ? [b]Ghost Paladin's Ghost:[/b] ? [b]Ghoul:[/b] Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. (13th Age Core Book) Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. (13th Age Bestiary) Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. (13th Age Bestiary) Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. (13th Age Bestiary) Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. (13th Age Bestiary) Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. (13th Age Bestiary) The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. (13th Age Bestiary) [b]Ghoul Fleshripper:[/b] ? [b]Ghoul Ghast:[/b] Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. (13th Age Bestiary) The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. (13th Age Bestiary) [b]Ghoul Giant:[/b] ? [b]Ghoul Gravemeat:[/b] ? [b]Ghoul Great Ghoul's Maw:[/b] ? [b]Ghoul Great Ghoul's Shadow:[/b] If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow. (Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview) [b]Ghoul Greater Summoned Ghoul:[/b] ? [b]Ghoul Hog-Ghoul:[/b] Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest. (The Book of Ages) [b]Ghoul Licklash:[/b] ? [b]Ghoul Newly-Risen Ghoul:[/b] ? [b]Ghoul Pusbuster:[/b] ? [b]Ghoul Starving Ghoul:[/b] ? [b]Ghoul Summoned Ghoul:[/b] [i]Summon Horror[/i] 3rd level spell. (13 True Ways) [b]Gold King:[/b] The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead. (The Book of Ages) The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves. (The Book of Ages) [b]Great Ghoul, Ghoul King:[/b] The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world. (The Book of Ages) [b]Haunted Skull:[/b] ? [b]Haunted Skull Watch Skull:[/b] Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. (13th Age Bestiary) [b]Haunted Skull Slime-Skull:[/b] The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. (13th Age Bestiary) If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. (13th Age Bestiary) [b]Haunted Skull Jest Bones:[/b] Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. (13th Age Bestiary) [b]Haunted Skull Screaming Skull:[/b] ? [b]Haunted Skull Flaming Skull:[/b] Beings whose great passions anchor them to their mortal remains can become flaming skulls. (13th Age Bestiary) [b]Haunted Skull Black Skull:[/b] Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. (13th Age Bestiary) [b]Haunted Skull Skull of the Beast:[/b] ? [b]Headless Archer:[/b] Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. (13th Age Glorantha) [b]Headless Battered Headless Skeleton:[/b] Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows. (13th Age Glorantha) [b]Headless Destroyer:[/b] ? [b]Headless Ghost:[/b] This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. (13th Age Glorantha) [b]Headless Great Headless Ghost:[/b] A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. (13th Age Glorantha) [b]Headless Harrier:[/b] Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far. (13th Age Glorantha) [b]Headless Skeleton:[/b] Acolyte of Than Compel the Dead ability. (13th Age Glorantha) [b]Headless Superior Temple Guardian:[/b] Priests live on in this form, retaining little humanity other than bloodthirstiness. [b]Headless Temple Guardian:[/b] An acolyte continues to protect their temple in this perverted form of “afterlife.” (13th Age Glorantha) [b]Headless Warrior:[/b] Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. (13th Age Glorantha) [b]Headless Zombie:[/b] Acolyte of Than Compel the Dead ability. (13th Age Glorantha) [b]Headless Zombie Initiate:[/b] ? [b]Lich:[/b] As the Wizard King, the Lich King killed the White, and he takes inordinate pleasure in turning evil dragons into liches. (13th Age Core Book) When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. (13th Age Bestiary) The Fine Art of Phylactery (13th Age Bestiary) The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. (13th Age Bestiary) Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. (13th Age Bestiary) Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? (13th Age Bestiary) Wealthy lords would hire the best alchemists and necromancers to turn them into liches. (The Book of Ages) Those previous Diabolists in their tombs in the Cairnwood? Ever hear of better candidates for retroactive lichdom? (The Book of Demons) [b]Lich, The Alchemist:[/b] Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King. (The Book of Ages) [b]Lich Count:[/b] Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. (13th Age Bestiary) [b]Lich Dragon-Lich, The White:[/b] If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? (The Book of Ages) [b]Lich King:[/b] Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. (13 True Ways) Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. (13 True Ways) If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? (The Book of Ages) Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King. (The Book of Ages) Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil. (The Book of Ages) [b]Lich Lord:[/b] ? [b]Lich Prince:[/b] To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. (13th Age Bestiary) [b]Mummy:[/b] Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. (13 True Ways) [b]Necromage:[/b] Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope. (The Book of Ages) [b]Primordial Giant Skeleton:[/b] Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis. (The Book of Ages) [b]Primordial Giant Skeleton Snapping Skull:[/b] Primordial Giant Skeleton's Skull Bowling power. (The Book of Ages) [b]Ratbone Twist:[/b] Ratfolk Bone Shaman Bone-Curse power. (The Book of Ages) [b]Rootwight:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Blackamber Legionnaire:[/b] ? [b]Skeleton Blackamber Skeletal Captain:[/b] ? [b]Skeleton Blackamber Skeletal Champion:[/b] ? [b]Skeleton Blackamber Skeletal Legionnaire:[/b] The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. (13th Age Core Book) [b]Skeleton Blackamber Skeletal Warrior:[/b] ? [b]Skeleton Blackamber Skeleton:[/b] ? [b]Skeleton Crumbling Skeleton:[/b] ? [b]Skeleton Decrepit Skeleton:[/b] Boneservant wondrous item. (Book of Loot) [b]Skeleton Just-Ripped-Free Skeletal Mook:[/b] [i]The Bones Beneath[/i] spell. (13 True Ways) [b]Skeleton Skeletal Doorman:[/b] ? [b]Skeleton Skeletal Hound:[/b] ? [b]Skeleton Skeletal Minion:[/b] ? [b]Skeleton Skeleton Archer:[/b] ? [b]Skeleton Troll Skeleton:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Specter:[/b] A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. (13 True Ways) Each specter has a terrible tale behind its creation. (13 True Ways) [b]Specter Dread Specter:[/b] ? [b]Undead Arm:[/b] ? [b]Undead Celestial:[/b] The last of the hellhole’s flying realms was shattered by a test firing of Azgarrak’s death ray. Now, it’s a burning ring of smaller flying rocks, where the scorched undead remains of celestials battle with both their surviving former compatriots, and the demonic hordes from the Fortress of the Balor who press on towards the edge of the overworld. (The Book of Demons) [b]Undead Corsair:[/b] These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or: (The Book of Ages) • Add vulnerability: holy (The Book of Ages) • Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye! (The Book of Ages) [b]Undead Corsair Marine:[/b] ? [b]Undead Dragon:[/b] Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons. (Gods and Icons) Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles. (Gods and Icons) [b]Undead Dragon-Golem Justicar:[/b] Using magic taken from the Necromancers of the Fangs. (The Book of Ages) [b]Undead Elf:[/b] ? [b]Undead Giant:[/b] ? [b]Undead Head:[/b] Acolyte of Thanatari Create Magic Head ability. (13th Age Glorantha) [b]Undead Killer Whale:[/b] ? [b]Underhome Shade:[/b] Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still. (The Book of Ages) [b]Vampire:[/b] Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). (The Book of Ages) [b]Vampire, Baron Von Vorlatch:[/b] ? [b]Vampire, Count Hans d'Orlac:[/b] ? [b]Vampire, Dancer in the Dark:[/b] ? [b]Vampire, Vivamort, Chaos God of Vampires:[/b] ? [b]Vampire Drow Vampire:[/b] ? [b]Vampire Feral Vampire:[/b] ? [b]Vampire Ichor Vampire:[/b] Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood. (The Book of Ages) [b]Vampire Masterless Vampire Spawn:[/b] ? [b]Vampire Spawn:[/b] ? [b]Vampire Spawn of the Master:[/b] ? [b]Wendigo:[/b] Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. (13th Age Bestiary) These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. (13th Age Bestiary) Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. (13th Age Bestiary) The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid. (13th Age Bestiary) [b]Wendigo Spirit:[/b] ? [b]Wight:[/b] ? [b]Wight Summoned Wight:[/b] [i]Summon Horror[/i] 5th level spell. (13 True Ways) [b]Wight Summoned Barrow Wight:[/b] [i]Summon Horror[/i] 7th level spell. (13 True Ways) [b]Wight Summoned Greater Wight:[/b] [i]Summon Horror[/i] 9th level spell. (13 True Ways) [b]Wraith:[/b] ? [b]Wraith Mind-Eater Wraith:[/b] Mind-Eater Wraiths made from broken rings. (The Book of Ages) [b]Wraith Summoned Greater Wraith:[/b] [i]Summon Wraith[/i] 9th level spell. (13 True Ways) [b]Wraith Summoned Wraith:[/b] [i]Summon Wraith[/i] 5th level spell. (13 True Ways) [b]Zombie:[/b] Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies. (13th Age Core Book) There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. (13 True Ways) Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). (The Book of Ages) Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. (The Book of Demons) [b]Zombie Beast:[/b] ? [b]Zombie Big Zombie:[/b] ? [b]Zombie Cultist:[/b] By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain. (13th Age Glorantha) Acolyte of Than Compel the Dead ability. (13th Age Glorantha) [b]Zombie Dark Troll Zombie:[/b] Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. (13th Age Glorantha) [b]Zombie Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:[/b] ? [b]Zombie Giant:[/b] ? [b]Zombie Giant Zombie:[/b] ? [b]Zombie Headless Zombie:[/b] The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. (13 True Ways) [b]Zombie Human Zombie:[/b] ? [b]Zombie Hybrid Zombie:[/b] These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. (13th Age Glorantha) [b]Zombie Ice Zombie:[/b] The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. (13th Age Bestiary) [b]Zombie Minion:[/b] ? [b]Zombie of the Silver Rose:[/b] They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. (13 True Ways) [b]Zombie Pathetic Zombie Goblin:[/b] ? [b]Zombie Pirate Captain:[/b] Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege. (The Book of Ages) [b]Zombie Putrid Zombie:[/b] ? [b]Zombie Shuffler:[/b] ? [b]Zombie Swine Monster:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/118994/13th-Age-Core-Book?affiliate_id=17596]13th Age Core Book[/URL][spoiler] [b]Undead:[/b] White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife. [b]Ghoul:[/b] Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. [b]Lich:[/b] As the Wizard King, the Lich King killed the White, and he takes inordinate pleasure in turning evil dragons into liches. [b]Lich King:[/b] ? [b]Newly-Risen Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Decrepit Skeleton:[/b] ? [b]Skeletal Hound:[/b] ? [b]Skeleton Archer:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Blackamber Skeletal Legionnaire:[/b] The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Spawn of the Master:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies [b]Zombie Shuffler:[/b] ? [b]Human Zombie:[/b] ? [b]Big Zombie:[/b] ? [b]Giant Zombie:[/b] ? [b]Pathetic Zombie Goblin:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/133681/13th-Age-Bestiary?affiliate_id=17596]13th Age Bestiary[/URL][spoiler] [b]Wraith Bat:[/b] ? [b]Dybbuk:[/b] Dybbuks are the souls of the dead who wish to continue living in warm bodies. [b]Ice Zombie:[/b] The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. [b]Ghoul:[/b] Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. [b]Ghast:[/b] Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. [b]Gravemeat:[/b] ? [b]Ghoul Fleshripper:[/b] ? [b]Ghoul Licklash:[/b] ? [b]Ghoul Pusbuster:[/b] ? [b]Haunted Skull:[/b] ? [b]Watch Skull:[/b] Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. [b]Slime-Skull:[/b] The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. [b]Jest Bones:[/b] Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. [b]Screaming Skull:[/b] ? [b]Flaming Skull:[/b] Beings whose great passions anchor them to their mortal remains can become flaming skulls. [b]Black Skull:[/b] Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. [b]Skull of the Beast:[/b] ? [b]Undead:[/b] When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. [b]Lich:[/b] When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. The Fine Art of Phylactery The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? [b]Lich Count:[/b] Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. [b]Lich Prince:[/b] To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. [b]Wendigo:[/b] Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid. [b]Wendigo Spirit:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/142229/13-True-Ways?affiliate_id=17596]13 True Ways[/URL][spoiler] [b]Skeletal Minion:[/b] ? [b]Crumbling Skeleton:[/b] ? [b]Putrid Zombie:[/b] ? [b]Starving Ghoul:[/b] ? [b]Masterless Vampire Spawn:[/b] ? [b]Blackamber Skeletal Warrior:[/b] ? [b]Just-Ripped-Free Skeletal Mook:[/b] [i]The Bones Beneath[/i] spell. [b]Summoned Ghoul:[/b] [i]Summon Horror[/i] 3rd level spell. [b]Summoned Wight:[/b] [i]Summon Horror[/i] 5th level spell. [b]Summoned Barrow Wight:[/b] [i]Summon Horror[/i] 7th level spell. [b]Summoned Greater Wight:[/b] [i]Summon Horror[/i] 9th level spell. [b]Summoned Wraith:[/b] [i]Summon Wraith[/i] 5th level spell. [b]Summoned Greater Wraith:[/b] [i]Summon Wraith[/i] 9th level spell. [b]Death Blossom:[/b] When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. [b]Lich Flower:[/b] When the blood rose drops to 0 hit points, it is destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. When the poison dandelion drops to 0 hit points, it’s destroyed until the start of its next turn. At the start of its next turn, it returns to life as a death blossom or lich flower that lacks the red-yellow resurrection ability but is otherwise undamaged and whole. [b]Mummy:[/b] Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. [b]Specter:[/b] A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. Each specter has a terrible tale behind its creation. [b]Dread Specter:[/b] ? [b]Zombie:[/b] There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. [b]Zombie Beast:[/b] ? [b]Zombie of the Silver Rose:[/b] They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. [b]Headless Zombie:[/b] The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. [b]Undead:[/b] Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. [b]Lich King:[/b] Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. 3rd Level Spells The Bones Beneath Ranged spell Daily Target: One nearby mook (and hence, its mob) Attack: Intelligence + Level vs. PD Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. 5th level spell 7d12 damage. 7th level spell 2d6 x 10 damage. 9th level spell 2d10 x 10 damage. Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below. The new mooks take their turn immediately after your turn. It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell. Summon Horror (3rd level+) Ranged spell Daily Effect: You summon a ghoul, as per the summoning rules on page 11. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, the creature you summon varies, as shown below. The stats for each creature are shown below. 5th level spell You can now summon a wight. 7th level spell You can now summon a barrow wight. 9th level spell You can now summon a greater wight. Summon Wraith (5th level+) Ranged spell Daily Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions of the wraith summoned by the spell are listed below. 7th level spell You can now summon two wraiths. 9th level spell You can now summon two greater wraiths. [/spoiler] [URL=http://www.drivethrurpg.com/product/142232/The-Book-of-Loot?affiliate_id=17596]Book of Loot[/URL][spoiler] [b]Undead:[/b] If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. [b]Decrepit Skeleton:[/b] Boneservant wondrous item.[/spoiler] [URL=http://www.drivethrurpg.com/product/229196/Lions--Tigers--Owlbears-The-13th-Age-Bestiary-2-preview?affiliate_id=17596]Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview[/URL][spoiler] [b]Summoned Ghoul:[/b] ? [b]Great Ghoul's Maw:[/b] ? [b]Greater Summoned Ghoul:[/b] ? [b]Great Ghoul's Shadow:[/b] If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow.[/spoiler] [URL=https://www.drivethrurpg.com/product/263368/Loot-Harder-A-Book-of-Treasures?affiliate_id=17596]Loot Harder: A Book of Treasures[/URL][spoiler] 13th Age [b]Undead:[/b] Deathless Champion power of the Heart of Death artifact. Peer of the Realm of Death Epic power of the Heart of Death artifact. [b]Undead Elf:[/b] ? [b]Ghost of Moth:[/b] ? [b]Paladin's Ghost:[/b] ? [b]Ghost:[/b] Somebody once died while riding on a friend’s shoulders, and their ghost haunts the saddleback pauldrons. The phantom seeks to complete unfinished business, and that means joining up with the Crusader’s forces on a foolhardy mission. [b]Skeletal Doorman:[/b] ? [b]Vampire, Count Hans d'Orlac:[/b] ? [b]Lich King:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? THE HEART OF DEATH A black pendant made from an organ taken from a corpse, what could go wrong? Artifact description: This black wrinkled leathery lump is the mummified remains of somebody’s heart. History: The heart wants to end the world (what were you expecting?). It has been tied to disasters, plagues, the unleashing of monsters, and acts of magic that have threatened reality itself. Every time an age comes to a catastrophic end, the heart always seems to be at least tangentially involved. Legend says that it was the Lich King’s, but how can that be true? Icon relationships: Lich King (positive), Emperor (negative), Orc Lord (negative), the Three (negative). Adventurer Fearless: You are immune to the fear condition. Quirk: Not disgusted by dead things. Undying: (quick action – recharge 6+ after use): Gain temporary hit points equal to the level of the highest-level undead in the battle (the last mook of a mob doesn’t count; double strength or large counts as double its level; huge, triple-strength, or stronger counts as triple its level). Quirk: Aware of the fragility of life, and the strength of the undead. Champion Deathless: The next time you die (only), immediately regain full hit points, and your creature type become undead. Quirk: ‘Dead’ and ‘alive’ are just labels, ones that no longer concern you. Life-drinker (1/day): When a nearby creature (including you) takes negative energy damage, heal using a free recovery. Quirk: Helps others understand that death can sometimes be welcome. Epic Peer of the Realm of Death (1/level): When an ally dies, activate this power. During your next rest, permanently reduce your maximum recoveries by 1 to return that ally to “life,” if they are willing. Their creature type becomes undead and they gain vulnerability: holy. They must also change one of their icon relationships to be with the Lich King, if one wasn’t already. Quirk: Keeps their friends close.[/spoiler] [URL=https://www.drivethrurpg.com/product/263366/The-Book-of-Ages?affiliate_id=17596]The Book of Ages[/URL][spoiler] [b]Undead:[/b] The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead. They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead. Necroblast Sorcerer or Wizard talent. [b]Lich King:[/b] If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King. Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil. [b]Dragon-Lich, The White:[/b] If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? [b]Evil Overlord Undead Horror:[/b] ? [b]Undead Dragon-Golem Justicar:[/b] Using magic taken from the Necromancers of the Fangs. [b]Primordial Giant Skeleton:[/b] Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis. [b]Snapping Skull:[/b] Primordial Giant Skeleton's Skull Bowling power. [b]Undead Giant:[/b] ? [b]Underhome Shade:[/b] Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still. [b]Ichor Vampire:[/b] Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood. [b]Feral Vampire:[/b] ? [b]Breathstealer Cat:[/b] ? [b]Breathstealer Thrall:[/b] If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall. Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time. [b]Blackamber Skeletal Captain:[/b] ? [b]Blackamber Skeletal Champion:[/b] ? [b]Blackamber Skeleton:[/b] ? [b]Bone Dervish:[/b] [b]Dervish Puppet:[/b] Bone Dervish's Raise Minion power. [b]Necromage:[/b] Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope. [b]Ratbone Twist:[/b] Ratfolk Bone Shaman Bone-Curse power. [b]Hog-Ghoul:[/b] Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest. [b]Ghoul Giant:[/b] ? [b]Rootwight:[/b] ? [b]Undead Corsair:[/b] These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or: • Add vulnerability: holy • Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye! [b]Undead Corsair Marine:[/b] ? [b]Zombie Pirate Captain:[/b] Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege. [b]The Alchemist, Lich:[/b] Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King. [b]Mind-Eater Wraith:[/b] Mind-Eater Wraiths made from broken rings. [b]Ghoul:[/b] ? [b]Blackamber Legionnaire:[/b] ? [b]Vampire:[/b] Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). [b]Zombie:[/b] Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). [b]Lich:[/b] Wealthy lords would hire the best alchemists and necromancers to turn them into liches. [b]Headless Zombie:[/b] ? [b]Skull of the Beast:[/b] ? [b]The Gold King:[/b] The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead. The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves. [b]Great Ghoul, Ghoul King:[/b] The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world. Necroblast Once per day, before you cast a spell, you may declare it to be a necroblast. The spell’s damage type becomes negative energy damage in addition to its usual type. If any non-undead nonmooks are destroyed by the spell, they become undead under your control. In battle, these undead creatures crumble at the end of their next turn, or if they are hit by any other attack, but may make a move and a basic attack under your control. The creatures are considered weakened (–4 to attacks and defenses). Alternatively, if you do not wish to force the creatures to fight for you, the undead creature will perform one brief service for you after the battle before crumbling, like answering a question, guiding you a short distance, carrying you across some obstacle, or a brief improvised entertainment. If no creatures are destroyed by the necroblast, you gain no added benefit. Adventurer Feat: If you don’t kill any non-mooks with the spell, your necroblast ability isn’t expended. Champion Feat: Reanimated creatures aren’t weakened. Epic Feat: The service you demand out of battle doesn’t have to be a brief one. Instead, they serve you at least until your next full heal-up, and possibly longer. Creatures who are forced to serve still won’t fight for you. R: Skull Bowling +13 vs PD (1d3+1 nearby or far away enemies)—The giant removes its skull, creating a Snapping Skull and rolls it over an unpredictable set of foes. Any foes hit with this attack take 50 damage. The Snapping Skull ends up engaged with one of the foes targeted with skull bowling. Natural 16+: The snapping skull may make a free skull snap attack on this enemy as it passes, or as it ends the attack engaged with the enemy. Limited use: 1/battle. Where’s my head: If a snapping skull is nearby (even if it originally belonged to a different giant!), the Primordial Giant Skeleton may pick it up instead of attacking, giving it another use of skull bowling. Separate elements: The primordial giant skeleton doesn’t lose any hit points or abilities by detaching its skull from its body, but you’ll track damage dealt to the snapping skull as a separate creature throughout the battle, and if the snapping skull is destroyed while separated from the body, the primordial giant skeleton is weakened (–4 to all attacks and defenses) unless it’s temporarily wearing a different giant’s skull! C: Raise minion +12 vs. PD (1d4 nearby enemies who are not engaged by a dervish puppet)—10 damage, and add a dervish puppet to the battlefield that’s engaged with that target. (The dervish puppets all act immediately after the bone dervish.) R: Bone-curse +9 vs. MD (1d4 nearby or far-away enemies)—5 damage, and each foe is engaged with a ratbone twist, a swirling swarm of dead rats bones and filth. While engaged by a ratbone twist, the target is considered vulnerable to the attacks of ratfolk. The ratbone twist can be targeted as a nonmook undead enemy, and destroyed by any attack (assume it’s got an AC, PD and MD of 5 and 5 hit points). Ratbone twists are also destroyed if an enemy successfully pops free from them (they stay engaged on a failed attempt to disengage, and move with their foe.) If the target is already engaged by a ratbone twist when targeted by this attack, then the target takes 2d6 damage for every existing ratbone twist engaging them.[/spoiler] [URL=https://www.drivethrurpg.com/product/251272/The-Book-of-Demons?affiliate_id=17596]The Book of Demons[/URL][spoiler] [b]Undead Celestial:[/b] The last of the hellhole’s flying realms was shattered by a test firing of Azgarrak’s death ray. Now, it’s a burning ring of smaller flying rocks, where the scorched undead remains of celestials battle with both their surviving former compatriots, and the demonic hordes from the Fortress of the Balor who press on towards the edge of the overworld. [b]Undead:[/b] Bar-en-Huil is long buried, so no-one knows if it’s a city or a town or some other structure. It’s a ruin, many Ages old, that covers the lower western slopes of Claw Peak. The bizarre landslides caused by the hellhole sometimes lift away the rubble that entombs the ruined city, making it possible to explore the ruins of Bar-en-Huil for brief periods until the rocks fall on it again. Undead—perhaps awoken by the proximity of the hellhole—drift through the streets, mourning their lost city. Flesh-carver demons hang around with a variety of low-lives, including greater claw demons, despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. [b]Lich Lord:[/b] ? [b]Lich:[/b] Those previous Diabolists in their tombs in the Cairnwood? Ever hear of better candidates for retroactive lichdom? [b]Ghoul:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] Flesh-carver demons hang around with a variety of low-lives, including greater claw demons (page 45), despoiler mages who help trick creatures into signing consent forms, and undead like zombies that didn’t quite survive the surgical process. [/spoiler] [URL=https://www.drivethrurpg.com/product/234486/13th-Age-Glorantha?affiliate_id=17596]13th Age Glorantha[/URL][spoiler] [b]Undead:[/b] Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. [b]Zombie Minion:[/b] ? [b]Troll Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Headless Skeleton:[/b] Acolyte of Than Compel the Dead ability. [b]Headless Zombie:[/b] Acolyte of Than Compel the Dead ability. [b]Zombie Cultist:[/b] By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain. Acolyte of Than Compel the Dead ability. [b]Undead Head:[/b] Acolyte of Thanatari Create Magic Head ability. [b]Battered Headless Skeleton:[/b] Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows. [b]Headless Archer:[/b] Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. [b]Headless Warrior:[/b] Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. [b]Temple Guardian:[/b] An acolyte continues to protect their temple in this perverted form of “afterlife.” [b]Headless Harrier:[/b] Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far. [b]Headless Ghost:[/b] This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. [b]Zombie Initiate:[/b] ? [b]Superior Temple Guardian:[/b] Priests live on in this form, retaining little humanity other than bloodthirstiness. [b]Headless Destroyer:[/b] ? [b]Great Headless Ghost:[/b] A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. [b]Dark Troll Zombie:[/b] Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. [b]Vivamort:[/b] ? [b]Vampire Spawn:[/b] ? [b]Ghost:[/b] ? [b]Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:[/b] ? [b]Dancer in the Dark, Vampire:[/b] ? [b]Zombie Giant:[/b] ? [b]Undead Killer Whale:[/b] ? [b]Hybrid Zombie:[/b] These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. [b]Swine Monster:[/b] ? [b]Undead Arm:[/b] ? Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant. Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead. [/spoiler] [URL=http://www.drivethrurpg.com/product/193880/Gods-and-Icons-13th-Age-Compatible?affiliate_id=17596]Gods and Icons[/URL][spoiler] [b]Argir the Undead:[/b] The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being. [b]Undead Dragon:[/b] Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons. Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles. [b]Baron Von Vorlatch:[/b] ? [b]Ghiama:[/b] Ghiama: She still hasn’t forgiven the vampires for making her white head undead.[b]Vampire:[/b] ? [b]Drow Vampire:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Wight:[/b] ? [b]Lich:[/b] ? [/spoiler] [/spoiler] Arcana Evolved [spoiler] [URL=http://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=17596]Arcana Evolved[/URL][spoiler] [b]Corporeal Undead:[/b] Corporeal undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy (see animate the dead spells). “Corporeal undead” is a template you can add to any nonundead, corporeal creature. Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeletons tear away their own flesh and consume it. The resulting monsters carry the undead template and roam the night, hunting for more living flesh to rend. No one knows what causes this plague or how it can be stopped. [i]Animate the Dead Lesser[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Kallethan:[/b] ? [b]Corporeal Undead Human Warmain 3:[/b] ? [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. Their existence, brought about through the rouse undead spirit spell, is a corruption and an abomination upon the natural order of the world. “Incorporeal undead” is a template you can add to any nonundead, corporeal creature. Anyone slain by the energy drain ability of an incorporeal undead creature becomes an incorporeal undead creature in 24 hours. [i]Rouse Ghostly Army[/i] spell. [i]Rouse Undead Spirit[/i] spell. [b]Incorporeal Undead Verrik Witch 4:[/b] [b]Undead:[/b] When they were finished with these lands, the dramojh loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns. [b]Ghoul:[/b] Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death. [b]Vampire:[/b] Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the corporeal undead template (see Chapter Twelve: Creatures). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has energy drain, below.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1 (or 15/magic). • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: 24 hours Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Ghostly Army Necromancy [Negative Energy] Level: 10 (Complex) Casting Time: One entire night Range: Medium (100 feet + 10 feet/level) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one incorporeal undead creature per caster level exactly as described in rouse undead spirit. This spell requires 1,000 gp in special oils per corpse as a material component to be sprinkled over each body. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template in Chapter Twelve), and can take only one action per round, either a move-equivalent or a standard action, but not both. Magic Item Creation Modifiers:Constant ×3, single-use ×3, spell-completion×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see Chapter Twelve). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability described in Chapter Twelve. Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/761/Monte-Cooks-Arcana-Unearthed?affiliate_id=17596]Arcana Unearthed[/URL][spoiler] [b]Undead Creature:[/b] Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy. “Undead” is a template you can add to any nonundead, corporeal creature. A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. [i]Animate the Dead[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. “Incorporeal undead” is a template you can add to any non-undead, corporeal creature. [i]Rouse Undead Spirit[/i] spell. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1. • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: One day Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar). Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596]Arcana Unearthed Grimoire[/URL][spoiler] [b]Undead Creature:[/b] Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy. A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. “Undead” is a template you can add to any nonundead, corporeal creature. [i]Animate the Dead Lesser[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. “Incorporeal undead” is a template you can add to any non-undead, corporeal creature. [i]Rouse Undead Spirit[/i] spell. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1. • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: One day Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar). Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/681/Legacy-of-the-Dragons-Bestiary?affiliate_id=17596]Legacy of the Dragons[/URL][spoiler] [b]Night Beast:[/b] Beings of pure, liquid shadow, night beasts are said to be intelligent shards of the raw stuff of the Dark. A night beast is called into the world by a power-mad undead creature or an ambitious living creature that seeks to expand its might. By conducting a blasphemous ritual known as the Song of Infinite Dark, an undead creature unleashes its inner soul and binds it with the raw substance of the Dark. With the ritual complete, the creature transforms into a night beast. [b]Spirit of Sorrow:[/b] Very rarely, when a giant dies an ignoble death, or when a giant does a disservice to that which it has sworn to serve as steward and dies before righting its wrong, its despair is so great that the afterlife rejects its spirit. That giant is cursed to roam the world of the living as a spirit of sorrow. [b]Totem Spectre:[/b] Totem spectres are hateful, murderous reflections of the animals they once represented. “Totem spectre” is a template that one can add to any animal, although it is usually applied only to typical totem animals. [b]Totem Bear Spectre:[/b] [b]Denassa the Midnight Vesper Undead Verrik Akashic 8/Verrik 3:[/b] Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt.[/spoiler] [URL=http://www.drivethrurpg.com/product/677/The-Diamond-Throne?affiliate_id=17596]The Diamond Throne[/URL][spoiler] [b]Undead:[/b] When the dramojh were finished with these lands, they loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns. [b]Undead Creature:[/b] Rot From Within disease Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeleton tears away their own flesh and consumes it. [b]Kallethan:[/b] ? [b]Ghoul:[/b] Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death. [b]Vampire:[/b] Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.[/spoiler] [URL=http://www.drivethrurpg.com/product/853/Mystic-Secrets-The-Lore-of-Word-and-Rune?affiliate_id=17596]Mystic Secrets[/URL][spoiler] [b]Corporeal Undead:[/b] A herald of annihilation with 20 HD or more gains the corporeal undead template.[/spoiler] [URL=http://www.drivethrurpg.com/product/2000/Ruins-of-Intrigue?affiliate_id=17596]Ruins of Intrigue[/URL][spoiler] [b]Xarthran Undead Mojh Magister 12:[/b] ? [b]The Ghost Human Incorporeal Undead Warmain 5:[/b] ? [b]Grothnak Blooddrinker Littorian Vampire unfettered 7:[/b] The Master of Black Rock Tower, a ruined castle in the Barrens, placed the curse of vampirism upon Grothnak, [b]The Master Human Vampire Akashic 25:[/b] Obsessed from a young age with learning the fundamental workings of the world, he embraced vampirism as a sure path to immortality and won his independence by destroying the monster that created him.[/spoiler] [URL=http://www.drivethrurpg.com/product/2314/Transcendence-An-Arcana-Evolved-Players-Companion?affiliate_id=17596]Transcendence[/URL][spoiler] [b]Undead Creature:[/b] Third style ability of the negative casting style of an evolved caster. At the third style ability of the negative casting style of an evolved caster, the death mage has fully surrendered her body and soul to the Dark. She gains the corporeal undead template from Arcana Evolved.[/spoiler] [URL=http://www.drivethrurpg.com/product/61614/Monsters-of-Verdune?affiliate_id=17596]Monsters of Verdune[/URL][spoiler] [b]Kavilljor Ur-Rathi Knight of the First Wrath Dame Drustiya Hayarn Human Champion 11:[/b] ? [b]Konj-Sumpor Brimstone Steed Twilight:[/b] ? [b]Kavilljor Ur-Rathi:[/b] Kavilljor Ur-rathi” is a template that can be added to any giant, humanoid, or monstrous humanoid that meets the following prerequisites. Ride 13 ranks, Handle Animal 5 ranks, Knowledge (religion) 5 ranks, Knowledge (nobility and royalty) (5 ranks), Mounted Combat, Weapon Focus (any melee weapon), proficient with all martial weapons and heavy armor Special: Knighted by The Kallethan/Kallethan or a Kavilljor Ur-rathi. [b]Konj-Sumpor Brimstone Steed:[/b] Konj-sumpor are the smoky remnants of intelligent steeds that, for one reason or another, are bound to a kavilljor ur-rathi. “Konj-sumpor” is an acquired template that can be added to any mount.[/spoiler] [/spoiler] Chimera[spoiler] Chimera Roleplaying Game Core Rules [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Ghast:[/b] Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them. [i]Create Undead[/i] power wield rank 4. [b]Ghoul:[/b] The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them. [i]Create Undead[/i] power wield rank 1. [b]Mummy:[/b] Mummies are preserved corpses animated via the create undead power. [i]Create Undead[/i] power wield rank 9. [b]Skeleton:[/b] Skeletons are the animated bones of dead, mindless automatons created with the animate dead power. [i]Animate Dead[/i] power. [b]Wight:[/b] Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death. [i]Create Undead[/i] power wield rank 7. [b]Wraith:[/b] The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them. [i]Create Undead[/i] power wield rank 11. [b]Zombie:[/b] Zombies are undead, mindless automatons created with the animate dead power. [i]Animate Dead[/i] power. Animate Dead (Necromantic) Range: Touch Save: None Duration: Instantaneous Effect: Creates undead skeletons and zombies This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated. Create Undead (Necromantic) Range: 5”+1”/Wr Save: None Duration: Instantaneous Effect: Create undead creatures This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank: Table 5.7: Create Undead Wield rank Undead Created 1–3 Ghoul 4–6 Ghast 7–8 Wight 9–10 Mummy 11+ Wraith You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.[/spoiler] Conan [spoiler] Conan RPG 2e[spoiler] [b]Risen Dead:[/b] [i]Raise Corpse[/i] spell. [b]Risen Wolf:[/b] Occasionally necromancers desperate for material will animate corpses of things other than human. The most common creatures brought to a shambling semblance of life are large dogs or wolves, or occasionally jaguars or panthers if the terrain is right. [b]Risen Grey Ape:[/b] Very rarely a necromancer will find the corpse of a great grey ape or other large creature and animate that, creating a mighty – if odorous – ally. [b]Vampire:[/b] Vampires are created when scholars elect to undergo certain transformations hinted at in the fabled Book of Skelos by courting darkness in the shadowy places beneath the Earth and seeking death willingly so as to find eternal life. ‘Vampire’ is an acquired template that can be added to any humanoid creature. Raise Corpse (Basic Necromancy) Power Point Cost: 1/corpse Components: V, S Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Target: Up to one corpse/level Duration: Concentration + 1d6 rounds Saving Throw: See below Prerequisite: Magic attack bonus +2. This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again. The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand. A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See page 387 for details on the risen dead.[/spoiler] Bestiary of the Hyborian Age[spoiler] [b]Undead:[/b] Undead are creatures which are neither alive nor dead. Generally, a living creature which has died but is still animate – usually through sorcery of the blackest sort – is considered undead. [b]Ghost Haunting:[/b] Some sentient beings that are killed in times of duress or great emotional pain will cling to the last fragments of life they have in order to become a spiritual anchor to the earthly plane. ‘Haunting Ghost’ is an acquired template that can be added to any humanoid creature if the Games Master feels the situation could create a ghost. [b]Ghost Spontaneous:[/b] A spontaneous ghost is formed when a human or other intelligent creature dies with a task unfinished, with the knowledge that a loved one is about to die, or another extremely emotional and traumatic desire in their hearts. At the moment of his death, the being may attempt a Will saving throw (DC 25, with various circumstance modifiers depending on the level of the creature’s commitment to the task or loved one) to return as a ghost. [b]Ghost Whale:[/b] ? [b]Mummy:[/b] Traditional mummies, also known as the taneheh, are reanimated embalmed corpses wrapped in specially prepared funerary materials brought back to protect the tombs of their superiors. They are granted undeath through the leaves of the dark ta-neheh plant, which are turned into a powerful elixir that must be poured into the mouth of the mummy monthly. If the mummy cannot get these leaves before the month is out, it will revert back to its inanimate state until the ritual can be fully performed again. The ritual must be performed under the light of the full moon, and requires a Perform (ritual) check. The ta-neheh elixir requires 200 silver pieces’ worth of the plant and must be completed before the moon leaves the sky. This produces enough elixir to last 1d6 months and sustain a mummy of (the check result minus 10) Hit Dice. The ritualist does not know if his ritual has succeeded or not (Games Master makes the roll) until it comes time to animate the mummy; if the Perform check created elixir insufficient to sustain the mummy, the ta-neheh becomes uncontrolled and will relentlessly seek out more of the plant, killing any and all who stand in its way. [b]Mummy Living Ka Noble 5:[/b] ? [b]Mummy Living Ka:[/b] The ka is the part of the spirit where personality is housed and given form, sometimes leaving the dying body of a person in order to find a more suitable host of flesh. Any separated ka can find the mummified remains of a vessel and possess it if the proper rituals and conduits are performed. This requires Knowledge (arcana) and Knowledge (religion) skill checks at DC 25 to perform successfully with all the required funerary trappings necessary. ‘Living ka mummy’ is an acquired template that can be added to any humanoid or animal creature. [b]Risen Dead:[/b] Sorcerers and demons have been calling the recently dead to walk again and fight on their behalf for centuries, leaving teeming masses of the risen dead in temples, caverns and grave sites all over Hyboria. [b]Starved One:[/b] The starved ones are an ancient type of demonic spirit that can be summoned forth into a husk made from a mostly whole corpse by removing the corpse’s spirit and trapping it in its liver. The summoner can then control the actions of the starved one to a great degree. To do this, a sorcerer must have a fresh corpse at hand while casting the summon demon spell and make a successful DC 15 Heal check as part of the ritual. If the check fails the starved one is created but is fully in control of its own actions. If the check succeeds, anyone holding the creature’s removed liver can issue it verbal commands that it must obey. [b]Vampire Scholar 7:[/b] ? [b]Vampire:[/b] Vampires are created when the foolish elect to undergo certain transformations hinted at in the fabled Book of Skelos, courting darkness in the shadowy places beneath the Earth, seeking death willingly in order to find eternal life. ‘Vampire’ is an acquired template that can be added to any humanoid creature.[/spoiler] Adventures in the Hyborian Age[spoiler] [b]Head Tree:[/b] A Head Tree is created when a person falls asleep under a particularly ancient tree and never wakes up, the poor traveller’s soul is trapped inside the tree’s branches and can not escape, giving the tree a cruel sentience and an unnatural mockery of life. [b]Risen Dead:[/b] A curse was placed upon the Khajah’s remains when he was buried, stating any who disturbed the sleep of Khajah Al’Amar would be consumed by death and then forced to serve him. Prince Asram and his followers fell to an ancient spell which released a black cloud of death, which killed them, and transforming them into Risen Dead.[/spoiler] Betrayer of Asgard[spoiler] [b]Lesser Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. [i]Make Greater Undead[/i] spell. [b]Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. The walking dead carry death with them – anyone slain by one of these walking dead becomes a zombie themselves. Fortunately for Asgard, only the older undead created in the swamp have this power. [i]Make Greater Undead[/i] spell. [b]Greater Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. [i]Make Greater Undead[/i] spell. [b]Undead Rorik Hodderson:[/b] The zombies will try to drag his body into the mud, so he can come back as a powerful undead monster later in this adventure. [b]Ghost Bear:[/b] These are the trapped spirits of bears, bound by Mimir’s magic. [b]Ghost Nymph:[/b] This watery apparition is the ghost of a drowned woman. [b]Skull-Faces of the Air:[/b] The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth. [i]Make Greater Undead[/i] spell. [b]Ashen Ghosts:[/b] They are ghosts who have formed bodies from the ashes of those sacrificed by Logri. [b]Tentacled Thing:[/b] ? [b]Undead Manticore:[/b] ? [b]Undead Dog:[/b] ? Make Greater Undead Necromancy PP Cost: Varies Components: V, S, M, F Casting Time: Varies Range: Touch Effect: Creates an undead monster Duration: Concentration +1d6 rounds or permanent Saving Throw: None Prerequisites: Raise Corpse, Knowledge (arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3 This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually. If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created. The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri. Undead Notes Power Point Cost Experience Point Cost Component Cost Creation Time Lesser Walking Dead Creates a 1HD Zombie 1 per 5 corpses 10 XP per corpse 0 1 standard action Walking Dead Creates a 3HD Zombie 1 per corpse 50 XP per corpse 0 1 standard action Greater Walking Dead Creates a Zombie with HD equal to its HD in life 3 per corpse 100 XP per corpse 50 silver 1 standard action Skull-Face Conjures a Skull-Face 4 50 XP 100 silver 10 minutes[/spoiler] Catacombs of Hyboria[spoiler] [b]Risen Dead:[/b] A central hub at the bottom of the cavern has a strange stone or crystal that emanates a force that reanimates dead creatures and sends them outward to devour the flesh of the living. [b]Ras Pre-Atlantean Scholar 17/Noble 6:[/b] Bartering life eternal for endless servitude to the dark god Apophis, Ras had been transformed into an eternal being; a creature of darkness and undeath that cannot permanently be destroyed by mortal means. [b]Apophal Mummy:[/b] Atlanteans and the blossoming Stygians all fell to his supernatural powers, all rising to become his Apophal legion. Through the immortal actions of Ras, Apophis was creating an undead army in the world of men. Apophal mummies are the ritually reanimated and embalmed corpses that serve the will of Ras, the eternal mummy of Apophis. They are gifted with undeath by the unearthly darkness that permeates Ras or his minions, their life force replaced with Apophal darkness. Ras also removes the heart of his mummifi ed servants, placing them in special canoptic jars that make them completely and unquestioningly loyal to him alone. [b]Soonai Hynang The Ghost of Tai Paun Li:[/b] The reason why so many miners were drowned or trampled to death decades ago in the mines of Tai Paun Li, Soonai was thrust into the realm of the undead to forever haunt the dark and watery graves of the employees and servants that he condemned. [b]Oni-Miho Demon Miner:[/b] The Oni-Miho of Tai Paun Li are hellish bound spirits created from those among the miners who were drowned that exchanged their eternal rest for vengeance upon the living.[/spoiler] Conan RPG Pocket Edition[spoiler] [b]Zombie:[/b] [i]Raise Corpse[/i] spell. Raise Corpse (Basic Necromancy) PP Cost: 1 point/corpse Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. per scholar level) Effect: Up to one corpse/scholar level Duration: Concentration + 1d6 rounds Saving Throw: See below Prerequisites: Scholar level 4 This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again. The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand. A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.[/spoiler] Secrets of Skelos[spoiler] [b]Risen Dead:[/b] [i]Legions of the Dead[/i] spell. [b]Vampire:[/b] [i]Vampire Transformation[/i] spell. [b]Sorcerous Mummy:[/b] ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature. Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects. If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him. [b]Mummy of Ahriman:[/b] ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman. [b]Xaltotun Mummy of Ahriman Acheronian Scholar 20:[/b] He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human. Legions of the Dead Power Point Cost: 2 per 5 Corpses Components: V, S, F Casting Time: 1 full round Range: Close (25 ft. + 5 ft. per level) Targets: Up to five corpses/level Duration: Concentration + 1d6 Hours Saving Throw: None Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again. Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item. Vampire Transformation Power Point Cost: 20 Components: V, S, M, XP Casting Time: 1 day Range: Personal Target: Self Duration: Instantaneous Saving Throw: None Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact. Perform (ritual) check: DC 30. This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more. Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell. Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.[/spoiler] Stygia Serpent of the South[spoiler] [b]Yinepu:[/b] Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death. [b]Risen Dead:[/b] Ta Neheh Leaf Elixir. [b]Mummy:[/b] Ta Neheh Leaf Elixir. [b]Ghost:[/b] The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here. [b]Ka-Possessed Mummy:[/b] The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here. ‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature. [b]Ta-Neheh Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant. Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult. [b]Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12:[/b] Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life. Ta Neheh Leaf Elixir. The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster. Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves. [/spoiler] Tales of the Black Kingdoms[spoiler] [b]Risen Dead:[/b] Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.[/spoiler] [/spoiler] Contagion[spoiler] [URL=http://www.drivethrurpg.com/product/11944/Contagion?affiliate_id=17596]Contagion Revised Edition[/URL][spoiler] [b]Undead:[/b] A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind. [b]Skeleton:[/b] A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence. “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. [b]Human Skeleton:[/b] ? [b]Skin Feaster:[/b] Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.[/spoiler] [URL=http://www.drivethrurpg.com/product/99803/Hells-Henchmen-Chammadi?affiliate_id=17596]Hell's Henchmen Chammadi[/URL][spoiler] [b]Undead:[/b] Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself. Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath. [b]Vampire:[/b] In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans. [b]Anubian:[/b] Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse. The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. [b]Anubian Bystander 1:[/b] ? [b]Bilious Shambler:[/b] As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon. [b]Carrion Hound:[/b] A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host. [b]Forgotten:[/b] The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society [b]Hybrid Zombie:[/b] Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create. [b]Tomb Guardian 4-Armed Human Zombie:[/b] ? [b]Patchwork Ghoul:[/b] Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction. [b]Skeletal Plate:[/b] Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones. [b]Soul-Eater:[/b] Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life. [b]Vengeful Zombie:[/b] This template represents a creature who has returned from the grave on a mission of vengeance. The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. [b]Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1:[/b] ? [b]Zombie:[/b] Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead. An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour. An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. [/spoiler] [URL=http://www.drivethrurpg.com/product/108271/Inferno?affiliate_id=17596]Inferno[/URL][spoiler] [b]Undead:[/b] The Pit of Wasted Years is a place of bittersweet illusions. Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing. As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness. Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.[/spoiler] [URL=http://www.drivethrurpg.com/product/101971/Purgatorio?affiliate_id=17596]Purgatorio[/URL][spoiler] [b]Ghost:[/b] Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives. Ghosts are those spirits who refused true death. [b]Lich:[/b] A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn. Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus. It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich. “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. Trappings of unholy transformation The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition. Requisite knowledge The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites: Class levels: Arcane spellcaster level 18 Ability scores: Intelligence 20 Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks Feats: craft wondrous item, empower spell Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion. The First Step: Research Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion. As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month. Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals. If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off. The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests. In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation) The Second Step: The Ritual of Harvest. Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest. The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool. The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances. The Third Step: Trial by Fire After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation. The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat. An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital. Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego. Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation. The Fourth Step: Unholy Transformation Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed. If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power. The Lich’s Phylactery An integral part of becoming a lich is creating a magic phylactery in which the character stores his 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 reforms 1d10 days after its apparent death. Each lich must make its own phylactery, as detailed above. 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, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich. [b]Undead:[/b] Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead. [b]Confessor:[/b] Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests. Confessor is an acquired template that can be added to any ghost. [b]Confessor Rake 3 Spook 3:[/b] ? [b]Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10:[/b] ?[/spoiler] [/spoiler] Die Screaming[spoiler] [URL=https://www.drivethrurpg.com/product/230042/Die-Screaming-Directors-Guide?affiliate_id=17596]Die Screaming Directors Guide[/URL][spoiler] [b]Undead:[/b] Cultists, led by Crnoval priests, complete a complex and dread ritual in the city to blot out the sun, operating from several secret and well-defended points forming a pentagram. Crnobog is summoned from the void, and he takes roost at the city’s highest point, weaving his spells of destruction to consume the world in darkness and transform unfaithful mortals into his undead slaves. Unless reduced to -11 hit points or fewer when killed, at the beginning of its next turn, the cultist returns to life once per scene as an undead creature. Unless reduced to -30 hit points or fewer when killed, at the beginning of its next turn, the elite returns to life once per scene as an undead creature. Unless reduced to -83 hit points or fewer when killed, at the beginning of its next turn, the warlock returns to life once per scene as an undead creature. Unless reduced to -25 hit points or fewer when killed, at the beginning of its next turn, the hybrid child returns to life once per scene as an undead creature. Unless reduced to -84 hit points or fewer when killed, at the beginning of its next turn, the hybrid ogre returns to life once per scene as an undead creature. Unless reduced to -48 hit points or fewer when killed, at the beginning of its next turn, the hybrid soldier returns to life once per scene as an undead creature. [b]Ghost:[/b] Ghosts are spirits that live on after death, either because they were wronged in life or are too evil to die. They are almost impossible to permanently destroy. Ghosts are undead spirits that wander the world on unfinished business, or haunt locations because they were too evil in life to truly die. The different varieties of ghost are beyond count. Fourth, the world has become full of supernatural beings, and this includes ghosts. Murdering survivors—who were of no threat and were the closest thing the party has to allies—has consequences. A haunting may be in order for characters who especially deserve it, as the restless dead seek to avenge their deaths. Meanwhile, ghostly undead roam the streets, increasing in strength and number as Crnobog continues his work. Inhuman Anomaly Infection Vector (Die Screaming Player's Guide) [b]Zombie:[/b] Zombies are undead creatures that spread through a contagious virus. Zombies are humans infected by the Contagion. They are bloodthirsty, mindless cannibals, neither living nor dead. Their bodily fluids are infectious, allowing them to spread the Contagion to others. Creatures reduced to 0 hit points by a zombie become zombies at the end of their next turn. This can be reversed if the character is healed before then. Any creature reduced to 0 hit points by a black dread instantly becomes a zombie of a level equal to its level in life. As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals. Plague wasps are winged pseudo-arachnids that can use their maggots to create special zombies. What happens next is unclear, but the energy controlled by the aliens escapes unrestrained into Earth’s atmosphere, exposing the entire planet to its effects. The results on humans are various: ▪ Some are unaffected. ▪ Some are mutated and enhanced in unpredictable and catastrophic ways. Their powers are far stranger and more terrible than those of the few ascended humans. ▪ Some contact other, more evil aliens, and pledge fealty to them in exchange for power. These are the first sorcerers. ▪ The energy kills many outright, and in ghastly ways. ▪ Many more are transformed into mindless, violent zombies who can spread their condition as a viral infection, the so-called Contagion. The solar eclipse occurs shortly thereafter. The shadow created by this event occurs in a different area, but the events are far more catastrophic. Most of the humans in the area immediately become zombies. The Contagion is a viral infection that transforms its host into a bloodthirsty, undead horror—a zombie. It spreads mainly through zombies biting other humans, as zombie saliva and other fluids are contagious. The source of the Contagion is a mystery that is left to you to answer with your story. It could be scientific, magical, or both. The zombies can remain mundane zombies, or be a device of some greater power that can directly control their actions. Zombies can eventually increase in strength and intelligence, or mutate into entirely new monsters. Camp Kindred was a vibrant summer camp at the height of tourist season when the zombie apocalypse began, with a large class of third-graders from a nearby elementary also using the site. The infection spread quickly, and many dozens of zombies now infest the area. Exohorror Third Secret Trauma Harness (Die Screaming Making Science Fun) [b]Apparition:[/b] If the apparition reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. 4d4 apparitions always accompany the archwizard. If any apparition dies, the archwizard can respawn it in an adjacent square as an instant action. If the archwizard reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the archwizard’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Two apparitions always accompany the ghost. If either apparition dies, the ghost can respawn it in an adjacent square as an instant action. If the ghost reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Six apparitions always accompany the mummy. If any apparition dies, the mummy can respawn it in an adjacent square as an instant action. When the mummy is reduced to 0 hit points, the apparitions disappear. Two apparitions always accompany the mystic. If either apparition dies, the mystic can respawn it in an adjacent square as an instant action. If the mystic reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the mystic’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Six apparitions always accompany the phantom. If any apparition dies, the phantom can respawn it in an adjacent square as an instant action. When the phantom is reduced to 0 hit points, the apparitions disappear. If the phantom reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the phantom’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Four apparitions always accompany the wraith. If any apparition dies, the wraith can respawn it in an adjacent square as an instant action. If the wraith reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the wraith’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. [b]Befouled:[/b] Befouled are undead made of animated oil. They often appear as small children, but can take any small form they choose. They tend to congregate around playgrounds and homes, guided by psychic memories. They leave oily footprints wherever they go. The befouled are powered by the lost souls of murdered innocents. [b]Black Dread:[/b] ? [b]Flayer:[/b] Flayers are re-animated corpses covered in hooked chains. [b]Fleshwarped:[/b] The fleshwarped are corpses that have been blown inside out by some hideous spell. Puppeteered by some outside influence, they are in eternal agony and wail piteously as they attack, hoping aloud that they can soon die. [b]Frankencat:[/b] Frankencats are stitched together from multiple dead cats to create a loathsome familiar for an evil sorcerer. [b]Killcrow:[/b] Killcrows are animated scarecrows with razor-sharp talons. [b]Midnight Horror:[/b] They often claw their way out of their graves when a powerful evil draws them back to the world of the living, and many hundreds accompany the dark god Crnobog. [b]Mummy:[/b] Mummies are the animated remains of once-powerful sorcerers, returned to a semblance of life as their dark patron’s slaves. Mummies can come from any number of backgrounds, possessing a wide array of dark powers. [b]Nightmare Made Flesh:[/b] The entity is a psychic echo made of the collective fear that multiple creatures felt before dying terrible deaths. [b]Phantom:[/b] Phantoms are the most powerful and evil ghosts, the very memory of their lives filling those who knew them with dread. In life your tyranny was so vile that your enemies burned your broken corpse and scattered the ashes to the wind in a vain attempt to prevent your return. Robbed of your physical form, you are forced to possess the bodies of others, or else reveal yourself as the shade you are. (Die Screaming Lords of Darkness) [b]Rat King:[/b] The rat king is a mass of thousands of undead rats mashed together by the tail via their own saliva, vomit, and excrement. [b]Reaper:[/b] In life, reapers were unspeakably vile and faithless, and their evil now permeates eternity. [b]Slaymate:[/b] The slaymate is a doll created from a combination of clay and wood, given life in an evil ritual that involves stuffing the hollow body with shredded body parts and crushed bone. [b]Stitch Spider:[/b] Stitch spiders are created by sorcerers and evil deities from corpses and bones, stitched together to resemble perverse spiders. Their eight legs, made of human leg bones, end in three-foot razors. Their bodies are covered in stitched human faces, all of which still have a horrid semblance of life. [b]Toxic Dead:[/b] ? [b]Tree of the Damned:[/b] The tree of the damned is a tree composed of hundreds of wailing corpses in various states of mutilation. It is the work of particularly foolish sorcerers, who soon join its roots after creating it. It is a thing so evil that it overwhelms reality. [b]Utburd:[/b] Utburds are the vengeful spirits of abandoned infants. Once named, an infant has a soul; and once abandoned by its parents and left to die, that soul is set adrift, unable to leave the mortal plane. [b]Vampire Elder:[/b] Vampire elders are hundreds of years old, and command a great deal more power than freshly-created vampires. [b]Vampire Lord:[/b] Vampire lords are thousands of years old, and some lived at the dawn of human civilization. [b]Vampire Spawn:[/b] Vampire spawn were only recently transformed (at least by human standards of time) and are less potent than their elders. If the vampire reduces an enemy to 0 hit points, the creature becomes a vampire spawn under its creator’s control at the beginning of its next turn. [b]Visceroid:[/b] A visceroid is an undead entity made from shards of crushed bone and the combined entrails of many victims. [b]Worming Dead:[/b] A creature that begins its turn grabbed by a worming dead takes 7 ongoing necrotic damage. This damage cannot be saved against until the worming dead is no longer grappling the creature. A creature reduced to 0 hit points is infested by a tentacle and becomes a new worming dead immediately. A Might save (DC 22) negates the damage. [b]Ancient Zombie:[/b] Zombie ancients are zombies created ages ago by sorcery or magical curses. A zombie ancient is so old and preserved by its evil will that its body is almost fossilized, its internal organs turned to stone. [b]Zombie Bear:[/b] Bears have close contact with civilization, which means they have close contact with zombies. [b]Zombie Child:[/b] ? [b]Zombie Dog:[/b] The Contagion can spread to animals. [b]Enchanted Zombie:[/b] Some zombies fall under the influence of sorcerers or various evil powers. These zombies are given a foul semblance of intellect and magical power. [b]Zombie Experiment:[/b] Zombie experiments are the result of ill-advised testing on zombies in an attempt to weaponize them. The zombies are bio-engineered, trained in some fashion, and fitted with some sort of control device that will supposedly ensure their cooperation. These experiments inevitably result in the zombies escaping their confines, throwing off any attempts to control them, and killing their former captors. [b]Zombie Fungoid:[/b] Zombie fungoids are bloated zombies that have become extremely infectious with the Contagion. [b]Zombie Ghoul:[/b] A zombie that survives for some time has a chance to become a ghoul. For these zombies, the infection has advanced to the point that it more significantly alters their body, making them superhumanly powerful. They are also possessed of a low animal cunning. As a standard action once per scene, the magus calls forth 2d4 zombie ghouls to serve it. These zombie ghouls act on the magus’ initiative. They appear in any chosen squares within a close burst 6. [b]Zombie Glutton:[/b] Zombie gluttons are morbidly obese zombies who have become blubbering monstrosities. [b]Zombie Monkey:[/b] Zombie monkeys—typically macaques—are the result of deeply unethical experiments. [b]Zombie Polyp:[/b] Some zombies—often severely injured ones—degenerate into groups of small, living polyps after a certain amount of time. This process takes only a few minutes and typically produces 1d4+1 polyps. These polyps are disgusting, starfish-like parasites made up of once-human tissue. [b]Zombie Raptor:[/b] Infected carrion birds are profoundly dangerous zombies. As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals. [b]Zombie Screamer:[/b] Zombie screamers are consumed with blind fury. They possess enough mental ability to realize their condition, which fills them with an impotent, all-consuming rage. They feel nothing but hatred and hunger. As a standard action once per scene, the mystic calls forth 2d4 zombie screamers to serve it. These zombie screamers act on the mystic’s initiative. They appear in any chosen squares within a close burst 6. When the tree of the damned begins its turn, any enemy within 6 squares must make a Wit save or suffer 12 points of necrotic damage. Creatures reduced to 0 hit points immediately become zombie screamers. The tree of the damned always has at least eight zombie screamers serving it. If zombies die such that it has less than eight, it can spawn one zombie on its turn as a move action. Creatures killed by the tree of the damned immediately become zombie screamers. [b]Zombie Soldier:[/b] Zombie soldiers are well-armored soldiers and police forces infected by the Contagion. [b]Zombie Wailer:[/b] Zombie wailers are the zombified remains of people who were infected by the Contagion and then imprisoned by their loved ones, who were too distraught to do what was necessary and perform a mercy killing. This was a more terrible mistake than they knew. Warped by its last piteous moments of life, the now-free zombie wailer constantly relives these last moments, whimpering in solitude until it finds victims.[/spoiler] [URL=https://www.drivethrurpg.com/product/200969/Die-Screaming-Players-Guide?affiliate_id=17596]Die Screaming Player's Guide[/URL][spoiler] [b]Graveling:[/b] [i]Call the Graveling[/i] spell. [b]Death Tyrant:[/b] Death tyrants are beings who have surrendered themselves to the powers of entropy, death, and immortality. They believe that immortality is worth any price, and that life is wasted on the living. To these ends, there is no limit to their grotesque behavior. Death Tyrant Third Secret: Fell Purpose. [b]Lost Soul:[/b] Fallen Angel First Secret: Lost Soul. As an instant action, whenever a human dies within 6 squares of a fallen angel and it does not already possess a lost soul, the angel can claim it as its own, unnaturally interrupting its passage to death. [b]Shade:[/b] The shade pledges itself to the eternal servitude of an unspeakable darkness in exchange for fleeting mortal power. The shade is an agent of doom, despair, and elemental malevolence. Over time, the shade’s entire being is drained away into the clutches of its dread master, leaving nothing but a ghostly, immortal horror that has forgotten the concepts of warmth, hope, and pity. Shade First Secret: Dread Pact. [b]Irradiated Zombie:[/b] Radiation Zombie Magical Anomaly [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Zombie:[/b] Inhuman Anomaly Infection Vector [b]Zombie Children:[/b] ? [b]Flesh Polyp:[/b] ? [b]Frankencat:[/b] ? [b]Zombie Monkey:[/b] ? Call the Graveling Sorcery Your powerful will calls forth a wretched, vaguely humanoid horror made from mutilated flesh. It is an evil soul that you have bound to you forever, and it hates you most of all—screeching dreadful epithets and threats at you even as it does your bidding. 1/DAY Action: Standard Range/Area: Close Burst 1 Duration: Scene Anomaly Chance: 20% [Magical] You bind a corpse or numerous incomplete corpses together to summon a graveling—at least one corpse is required in the area of effect. The creature follows your commands with animal ferocity. Every graveling you create is the same hateful entity occupying new corpse parts. Summoning a graveling is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the graveling, the duration of the power is permanent, and the graveling is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets. If you succeed at the Wit save, you have control of the graveling. The graveling acts on its own initiative. To continuously command the graveling after the first round of its existence, controlling its actions with your mind, you must either spend a standard action on each of your turns or take 10 piercing damage. Otherwise, the graveling falls out of your control as if you failed the original Wit save. If you become stunned, overwhelmed, or fall to 0 hit points or below, you also lose control of the graveling. When the graveling is reduced to 0 hit points, it melts into smoking necrotic slime, and cannot be resurrected. Sanity Damage: You and your allies take 3d6 sanity damage from the energies you summon when you activate this power. FIRST SECRET: DREAD PACT You make a pact with a nameless elemental evil that dwells forever in a void of utter entropy. You give up your humanity and everything you will ever be to share in its power and become a part of it. After the ritual is complete, you become pallid, and your physical substance appears to endlessly steam off you at all times, drawn away in a breeze that isn’t there. ▪ You are undead and do not need to breathe or eat. When you rest, you regain hit points as if you ate rations. ▪ You gain soak equal to your level to cold, necrotic, and poison damage. You take double damage from all other energy damage. Infection Vector If you are reduced to 0 hit points, dazed, overwhelmed, or stunned during the scene, you lose control and become a zombie with statistics equivalent to your level. You attack anything and everything, starting with the closest target. You return to normal, but sustain any hit point damage, if the zombie is reduced to half its maximum hit points. Radiation Zombie Dead creatures within a close burst 24 become irradiated zombies at the end of your turn. [/spoiler] [URL=https://www.drivethrurpg.com/product/284183/Die-Screaming-Eldritch-Armies?affiliate_id=17596]Die Screaming Eldritch Armies[/URL][spoiler] [b]Draugr:[/b] The draugr (plural; singular draugar) are restless dead so miserly and evil in life that their malice binds them to the mortal plane until such time as a hero can grant them a second death. Undead tyrants who refuse to die out of sheer avarice and cruelty. [b]Barrow Slave:[/b] Barrow slaves are the slain victims of the draugar, condemned to serve it for all eternity. Creatures killed by the barrow slave become barrow slaves at the end of the barrow slave’s next turn. Creatures killed by the draugar wight become barrow slaves at the end of the draugar’s next turn. Creatures killed by the draugar wraith become barrow slaves at the end of the draugar’s next turn. [b]Draugar Wight:[/b] In life, the draugar wight was a great warrior or petty chieftain of men. If the draugar wraith begins its turn at full hit points, it can spend a standard action to transform back into a draugar wight with 12 hit points. [b]Draugar Wraith:[/b] At 0 hit points, the draugar wight becomes a draugar wraith. [b]Ebon Renegade:[/b] Ebon renegades are former religious leaders who turned their backs on their worship and congregation, leading the innocent astray with fear and lies. The gods condemn these traitors to living death as animate bones and dust. [b]Radioactive Zombie:[/b] Radioactive zombies are so irradiated with nuclear waste or forbidden magic that they forever burn with deadly energy. Inside the flesh of every radioactive zombie is the exposed reactor core that was once its heart, serving now as a font of endless power and horror. [b]Unfleshed:[/b] The unfleshed are recently turned radioactive zombies, the upper layers of their skin melted away by the radiation damage that killed them, leaving a glistening red monster. [b]Blackened Colossus:[/b] The blackened colossus is a hideously warped and stretched radioactive zombie, far larger than any human. [b]Cosmic Corpse:[/b] The cosmic corpse is a radiation zombie that has become a being of pure energy, making it highly resistant to attack—but no more intelligent than any other zombie. [b]Grand Master Shinobi:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/254296/Die-Screaming-Lords-of-Darkness?affiliate_id=17596]Die Screaming Lords of Darkness[/URL][spoiler] [b]Lich:[/b] Liches are forgotten tyrants who have risen again as ghosts, mummies, or vampires. At level 3, you can choose to become a lich. You were once a powerful tyrant. In your final years, you spent your ill-gotten riches and the lives of your slaves to conquer your only fear—death. At the pinnacle of your depravity, you performed a series of dread incantations, culminating in a magical atrocity for which the gods condemned you. This doomed your soul to remain forever on the mortal plane—as you intended. Yet death claimed you despite all your precautions. To prevent your return or the rise of anyone like you, all records of your deeds were destroyed, and you were buried in an unmarked tomb. But the horror isn’t over. Perhaps your tomb was unearthed by archaeologists too clever not to notice the gaps in the ancient historical record, and too foolish to heed cryptic warnings. Perhaps tidal upheavals exposed your tomb to the elements and awakened you. Or perhaps powers too terrible for mortals to know called you forth once more at the appointed hour. With the opening of your forlorn grave, your evil spirit fled its confines to take shape again, or rose from its grave as an ancient moldering corpse, or inhabited the body of a miserable mortal. Whatever the condition of your return, you are cursed to a half-life that can only be sustained by preying on the living. [b]Vampire:[/b] In life you made an unholy vow to transcend death and take revenge on your enemies with all the powers of darkness. [b]Dessicator:[/b] As terrible as your reign was, its ending was more terrible yet. At the hour of your defeat, your enemies pronounced a series of curses meant to bind you to your forgotten tomb, and ritually removed your organs while you still lived so that you would be deprived of your powers and unable to rest. By some unfortunate chance, the seals were broken, and you returned as a dry, desiccated husk, taking revenge and restoring your crumbling body by stealing the skin of your foes. [b]Ghost:[/b] ? [b]Mummy:[/b] ? [b]Phantom:[/b] In life your tyranny was so vile that your enemies burned your broken corpse and scattered the ashes to the wind in a vain attempt to prevent your return. Robbed of your physical form, you are forced to possess the bodies of others, or else reveal yourself as the shade you are.[/spoiler] [URL=https://www.drivethrurpg.com/product/271454/Die-Screaming-Making-Science-Fun?affiliate_id=17596]Die Screaming Making Science Fun[/URL][spoiler] [b]Zombie Drudge:[/b] Its Alive Mad Scientist power. Zombie Drudge Mad Scientist power. [b]Zombie:[/b] Exohorror Third Secret Trauma Harness Its Alive Promethean You restore the dead to life. 1/DAY Action: Standard Range/Area: Melee 1 Duration: Instantaneous MALFUNCTION You fail to resurrect the target creature from the dead. The target “returns to life” as a hostile zombie drudge, per the Zombie Drudge power (Normal Parameters). The drudge never attacks you, but is hostile to every other creature, and does not relent until it is destroyed. It attacks the closest target. You can’t attempt to raise the intended creature with this power again. Sanity Damage: Your allies suffer 4d6 sanity damage from this horror. ACCEPTABLE LOSSES You fail to resurrect the target creature from the dead. The recipient’s body erupts into a gibbering mass of constantly mutating flesh that screams from every orifice before exploding into noxious giblets at the end of your turn. Any creature adjacent to this revolting atrocity takes 10 lightning damage, with no save. Sanity Damage: Your allies suffer 4d6 sanity damage from this horror. NORMAL PARAMETERS You resurrect the creature, so long as its body is mostly intact. Creatures reduced to a negative hit point count equal to their normal maximum hit points are too badly maimed to properly resurrect with this result. If the recipient is missing too many organs, its head, or too much of its body has been ruined, the “resurrected” creature reacts poorly and expires after several moments of indescribable agony. A successful resurrection returns the creature to physical wholeness; lacerations seal, nearby dismembered limbs link back together, and broken bones fuse back. The creature returns to life at 1 hit point. The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before. Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror. MAD SCIENCE! “Now I know what it feels like to be God!” - Frankenstein (1931) The creature returns to life even if its body was destroyed. The creature returns to life at 1 hit point. The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before. Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror. Zombie Drudge Promethean You raise a zombie from the dead. 1/DAY Action: Standard Range/Area: Close Burst 12 Duration: Permanent MALFUNCTION As normal parameters, except the zombie is automatically out of your control as described. ACCEPTABLE LOSSES As normal parameters, except the zombie has 3 hp/level and gains a -2 penalty to damage. NORMAL PARAMETERS A dead creature is required to activate this power. A zombie rises in its place in an open square in the area. Summoning a zombie drudge is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the drudge, the duration of the power is permanent, and the drudge is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets. THIRD SECRET: TRAUMA HARNESS You merge your brain with A.I. subroutines that allow you to function even when you are unconscious. ▪ When you are reduced to 0 hit points or below, until you take fatal damage, you can spend a stunt to make yourself merely dazed and overwhelmed until you take fatal damage. ▪ If you die, you become a zombie of your level that is hostile to all creatures. ▪ You gain a warlord power. ▪ You lose 1 sanity soak.[/spoiler] [/spoiler] Fantasy Craft[spoiler] [URL=http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596]Fantasy Craft Second Printing[/URL][spoiler] [b]Ghoul:[/b] Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh. [b]Mummy:[/b] Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return. [b]Wight:[/b] Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses. A character killed by a wight rises again 1d6 rounds later as a wight. [b]Ancient Ghoul:[/b] An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort. [b]Ghostly:[/b] Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers… [b]Ghostly Hell Hound:[/b] ? [b]Ghostly Goblin Strumpet:[/b] A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll. [b]Lich:[/b] Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price. [b]Lich Necromancer:[/b] ? [b]Lich Royal Dragon:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen Peasant:[/b] The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague. [b]Risen Watcher in the Dark:[/b] Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence. [b]Skeletal:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [i]Animate Dead I[/i] spell. [b]Skeletal Man-at-Arms:[/b] ? [b]Skeletal Triceratops:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [b]Vampiric:[/b] A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature. [b]Vampiric Elf Nobleman:[/b] Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges. [b]Vampiric Chaos Beast:[/b] ? [b]Skeleton I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton V:[/b] [i]Animate Dead V[/i] spell. [b]Zombie V:[/b] [i]Animate Dead V[/i] spell. A character killed by a zombie V rises again 1d6 rounds later as a zombie V. [b]Undead:[/b] A supernatural force clothed in the physical or spiritual remains of a once-living creature. ANIMATE DEAD I Level: 1 Necromancy Casting Time: 1 round Distance: Close Duration: 1 minute per Casting Level (dismissible, enduring) Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level. • Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not. • Zombie: A zombie may only be created from a mostly intact corpse (including muscle). With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40. An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier. The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.). Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40) Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40) ANIMATE DEAD II Level: 3 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each). Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60) Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60) ANIMATE DEAD III Level: 5 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each). Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80) Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80) ANIMATE DEAD IV Level: 7 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each). Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100) Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100) ANIMATE DEAD V Level: 9 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each). Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120) Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120) [/spoiler] [URL=http://www.drivethrurpg.com/product/123617/Laboratory-of-the-Forsaken?affiliate_id=17596]Laboratory of the Forsaken[/URL][spoiler] [b]Lunalia's Ghost:[/b] Lunalia’s horror at these affairs led Magnus to once again confine her, vowing to brew a potion that would “make her love him again.” Unable to escape and unwilling to face whatever Magnus had in store for her, she drew a bath, slid into the warm water, and slit her wrists. She expected this would finally put an end to her suffering, but once again Magnus had other ideas. Upon discovering her still-warm corpse, the doctor extracted her brain and reanimated her as a flesh golem. This final outrage was enough to anchor her soul to the manor as a ghost, with a lone driving need to destroy the abomination made from her remains.[/spoiler] [/spoiler] Heroes Against Darkness[spoiler] [URL=http://www.drivethrurpg.com/product/107559/Heroes-Against-Darkness?affiliate_id=17596]Heroes Against Darkness[/URL] [b]Ghoul:[/b] ? [b]Death Claw Ghoul:[/b] ? [b]Shrieking Ghoul:[/b] ? [b]Lich:[/b] Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever. As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks. [b]Skeleton:[/b] Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders. [i]Animate Skeleton[/i] spell. [b]Dry Bone Skeleton:[/b] ? [b]Skeleton Archer:[/b] ? [b]Skeleton Warrior:[/b] Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again. [b]Skeleton Lord:[/b] ? [b]Zombie:[/b] Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic. [i]Animate Zombie[/i] spell. [b]Dirt-Born Zombie:[/b] These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers. [b]Zombie Shambler:[/b] Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured. [b]Zombie Flesh-Thrower:[/b] ? [b]Zombie Corruptor:[/b] ? [b]Ghost:[/b] [i]Animate Ghost[/i] spell. Animate Zombie (2 Anima) Spell Effect You animate a zombie, creating an undead creature. You control the zombie's actions (major, move, minor). Zombie's level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action. Target Single dead body Duration 1 rnd + 1 rnd per level Range Touch Animate Skeleton (4 Anima) Spell Effect You animate a skeleton, creating an undead creature. You control the skeleton's actions (major, move, minor). Skeleton's level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action. Target Single set of bones Duration 1 rnd + 1 rnd per level Range Touch Animate Ghost (6 Anima) Spell Effect You animate a ghost, creating an undead creature. You control the ghost's actions (major, move, minor). Ghost's level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target's AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action. [/spoiler] Iron Heroes[spoiler] [URL=http://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596]Iron Heroes[/URL][spoiler] [b]Skeleton:[/b] Necromancy Method Animate Dead. [b]Zombie:[/b] Necromancy Method Animate Dead. NECROMANCY METHOD: ANIMATE DEAD Mastery: 1–10 Descriptor: Negative energy Mana: 4 mana/undead HD Casting Time: One minute Range: Medium (100 feet + 10 feet/necromancy mastery level) Target: One or more dead creatures Duration: Permanent Saving Throw: None Spell Resistance: No You reach into a corpse and find the failed flame of life within it. Using your necromantic magic, you reignite that fire with negative energy, allowing the dead to walk once more—as your servant. Using this method, you can animate a creature with Hit Dice equal to up to twice your mastery rating. At any given time you can control a number of undead with total Hit Dice equal to five times your necromancy mastery rating. If you attempt to control more than that, the undead you control with the most Hit Dice becomes independent. It might flee or attack you and your allies, based on the DM’s judgment. The undead obey your mental commands to the best of their ability. If you lose line of effect to an undead servant, it obeys your last commands as well as it can. Commanding an undead servant is a free action. When you animate a corpse, it becomes either a skeleton or a zombie. Use the monster templates given below in the “Creating a Skeleton” and “Creating a Zombie” sections for your newly animated undead. Either apply the template to the existing stats of a creature you wish to animate or use the generic creature statistics in the table above for each size creature from Small to Huge—you don’t need many stats, such as base attack or Intelligence, because the templates determine them. You can select almost any creature type to become undead, as animating a creature makes it lose most of its type-specific abilities. Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead. Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.[/spoiler] [URL=http://www.drivethrurpg.com/product/3018/The-Iron-Heroes-Bestiary?affiliate_id=17596]Iron Heroes Bestiary[/URL][spoiler] [b]Dire Gloom:[/b] The dire gloom arises in areas where the stuff of the Negative Energy Plane spills over into the mortal realm. Intelligent creatures slain by the influx of energy become dire glooms, chunks of negative energy given intelligence as the dying creature’s soul becomes enmeshed within the stuff of the negative plane. [b]Hunting Spirit:[/b] A hunting spirit is a relentless hunter, the undead essence of a creature that died while pursuing a victim. Even as the creature’s body dies, its spirit continues onward in search of its prey. The hatred, anger, or hunger that drove it forward pushes its spirit on after death. [b]Necrophage:[/b] Necrophages spawn in areas with a high concentration of necromantic energy. They arise spontaneously, the raw energy of death given physical form, in areas such as morgues, the site of an executioner’s block or a gallows pole, and so forth. [b]Plague Giant:[/b] A plague giant is the decaying husk of a monstrously large humanoid creature animated as an undead being. [/spoiler] [URL=http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596]Iron Heroes Player's Companion[/URL][spoiler] [b]Skeleton:[/b] Rite of the Grave spell. [b]Zombie:[/b] Rite of the Grave spell. RITE OF THE GRAVE School: Necromancy Saving Throw: None Spell Resistance: No EFFECT TYPES Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions. Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters. Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created. EFFECT SEVERITY The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered. The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created. RITE OF THE GRAVE EFFECT SEVERITY Tokens Spent Command Undead Animate Dead 0 Command check +0 2 HD 1 Command check +2 4 HD 2 Command check +4 6 HD 3 Command check +6 8 HD 4 Command check +8 10 HD 5 Command check +10 12 HD 6 Command check +15 16 HD 7 Command check +20 20 HD Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any). The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below: COMMAND UNDEAD CHECK RESULTS Check vs. DC Result Check fails Creature is unaffected. Check succeeds by 0-9 points Creature takes no action for duration of spell. Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell. There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro by casting this spell. Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created. RANGE The Rite of the Grave uses the standard attack spell ranges. AREA OF EFFECT Both Rite of the Grave effect type uses the following areas. RITE OF THE GRAVE AREAS OF EFFECT Tokens Spent Area of Effect 0 – 1 1 creature 2 2 creatures 3 3 creatures 4 4 creatures 5 5 creatures 6 6 creatures 7 10 creatures DURATION The duration of Command Undead and Animate Dead effects vary as listed below: RITE OF THE GRAVE DURATION Tokens Spent Command Undead Animate Dead 0 Concentration (max. 5 rounds) Concentration 1 Concentration 10 rounds 2 Concentration + 5 rounds – 3 10 minutes Permanent 4 30 minutes – 5 1 day Instantaneous 6 1 week – 7 – – RITE OF THE GRAVE EXAMPLE Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens. • Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens. • Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD. • Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate. • Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens. • Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds. Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies. CHOOSING THE RIGHT RITE Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation.[/spoiler] [/spoiler] Judge Dredd d20[spoiler] The Rookie's Guide to Psi-Talent[spoiler] [b]Zombie:[/b] These creatures can be created by psykers using the undeath power, or may arise naturally in areas of great psychic disturbance. Undeath Level: 1 Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse/level Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 1 This power allows a character to imbue a corpse with a shadow of its former soul, allowing it to once more walk the Earth as a zombie, a shambling creature utterly under the control of the manifester’s will. Up to one corpse per level of the manifester may be turned into a zombie with each use of this power, though the manifester may never have a total of more zombies under his control than his level, regardless of how many times undeath is used. The zombies will follow the manifester or follow simple orders, as is desired. The corpse must be mostly intact for a zombie to be created and must be of medium size or smaller.[/spoiler] The Rookie's Guide to the Undercity[spoiler] [b]Arlington Zombie:[/b] The world almost ended in 2114, when the time-travelling Necromagus Sabbat arrived in the Radlands of Ji, the psi-saturated radioactive wasteland near to Hondo City. A powerful sorcerer of unprecedented proportions, Sabbat made use of a psi-enhancing lodestone and raised untold millions of corpses from their graves to serve as his personal army of zombies. for some unknown reason the undead that clawed their way out of their graves in the enormous Arlington National Cemetery in the Washington Undercity remained animated after Sabbat’s defeat. [b]Thinking Dead:[/b] Rare variations of the Arlington zombie, the beings known as ‘thinking dead’ are sentient undead creatures created during the Zombie War. Most of Sabbat’s zombie hordes were mindless automata, but it has since been found that some of the animated cadavers - about one in every ten thousand - had somehow retained fragments of their original personalities. Usually, the individual had been particularly forceful or single-minded while alive, or had died without fulfilling some important obligation. Others had been ghosts or discarnate spirits who took the opportunity to re-inhabit their former bodies.[/spoiler] [/spoiler] Modern20[spoiler] [URL=http://www.drivethrurpg.com/product/56484/Soldiers-and-Spellfighterssup20-sup?affiliate_id=17596]Soldiers and Spellfighters20[/URL][spoiler] [b]Skeleton Soldier Speedfreak 4:[/b] These stats represent a skeleton warrior that might be created and controlled with necromancy. Necromancy Spellbinding Ye Fashan's Necromantic Spellbinding. [b]Zombie Soldier Tank 1:[/b] These stats represent a sample zombie that could be created an controlled with Necromancy. Necromancy Spellbinding. Ye Fashan's Necromantic Spellbinding. Restore to Life incantation failure. [b]Revenant:[/b] Restore to Life incantation. Restore to Life Conjuration (Healing) Magic Ranks Required: 14; Components: V, S, F; Casting Time: 120 minutes (minimum); Range: Touch.; Target: Dead creature touched; Duration: Instantaneous; Saving Throw: None The restore to life incantation was purchased by members the German Imperial Army’s Sorcery Corps (Zaubereikorps) at the Bavarian Forest portal in 1918. It was hoped that the incantation could be used to resurrect particularly competent and experienced officers and thus negate somewhat the devastating effects of trench warfare on the quality of the army – especially in the infantry branch. This incantation was purported to restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the incantation must have been part of the creature’s body at the time of death. Unfortunately, the best wizards in the Kaiser’s Sorcery Corps (Zaubereikorps) could never successfully perform this incantation. This led to much speculation that the incantation was a either a deliberate fraud or that this particular magic could not work properly in our world. Unlike zombies or skeletons, the creature is restored to full hit points and retains its personality, allegiances and all skills and abilities it had before death - but it is undeniably undead (it has the Undead Physiology feat). The deployment of revenant soldiers to the front had a disastrous effect on the morale of living troops but it helped prolong the battles of Verdun and Somme and thus forestalled the invasion of Germany. Note: In game terms – revenants are the same characters they were before death – except they have gained the Undead Physiology feat. (See Appendix III for full details on this feat.) In a nutshell, their Constitution is reduced to 0 but they suffer no penalty to hit points from this. They do not heal naturally except through the use of spells or special abilities. They gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance – in this case - silver. Secondary Casters: Two required (not including primary caster). Failure: The target is returned to life as a zombie and immediately attacks the casters. The target loses all skills and abilities and uses the zombie stats from the Creature section. [/spoiler] [/spoiler] Mutants and Masterminds[spoiler] Mutants and Masterminds 3e[spoiler] [URL=http://www.drivethrurpg.com/product/87104/Mutants--Masterminds-Heros-Handbook?affiliate_id=17596]Mutants & Masterminds Third Edition Hero's Handbook[/URL][spoiler] [b]Construct Undead Revenant:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/203004/Mutants--Masterminds-Atlas-of-EarthPrime?affiliate_id=17596]Atlas of Earth Prime[/URL][spoiler] [b]Zombie:[/b] Duval is not averse to creating zombies, but he finds them distasteful. Baron Samedi also has various magical powers. He can animate the dead, exert some control over the minds of the living, command reptiles, and create clouds of smoke or pitch darkness. These are innate abilities for him, not just mortal sorcery. He’s never without some zombie henchmen at hand, and is always creating more. [b]La Cathédrale de la Douleur, The Cathedral of Pain:[/b] Throughout Quebec, particularly in times of struggle and strife, a ghostly cathedral has appeared on a hill outside various communities. Its melancholy bell strikes a note of doom, drawing visitors against their better judgment, and many who enter its beautiful stained glass doors do not return. This is la Cathédrale de la Douleur, “the Cathedral of Pain”, built in the 18th century in Quebec City. Originally just a beautiful church, it became infamous as a center of cruelty by the infamous Soeur Madeleine in the early 19th century, who used it as the center of a brutal cult. Destroyed by champions in the service of the Church in 1808, Soeur Madeleine vowed that even death would not halt her campaign to purify Upper Canada (the former name for the southern portion of what is now Ontario) of its sins, and she’s made good on that vow ever since. [b]La Llorona:[/b] The legend of the Weeping Woman has many versions throughout Mexico and even extending into the Latino communities in the United States. The basics of the legend speak of a woman who killed her own children, sometimes to protect them, other times out of jealousy, eventually killing herself to then haunt the streets of whatever city the tale is told, crying out for her dead children. In Ciudad Juarez, the urban legend came true. One week after the body of Lydia Vasquez, a local factory worker, was found next to the bodies of her two young daughters, an American tourist was also found dead together with a couple of local thugs. The coroner declared that the three of them had died of cardiac arrest and severe tissue damage resembling frostbite. The rumors of La Llorona’s return spread quickly, as well as sightings and the terrifying echoes of her cry of “Ay, mis hijos!”(translation, “Oh, my children!”) La Llorona is the ghost of Lydia Vasquez and is a very, very angry spirit. She is attracted to sites where innocents have been murdered and seeks retribution. [b]Count Karol Duval, Vampire:[/b] ? [b]Vampire Thrall:[/b] ? [b]Tepalcatli:[/b] A few years ago, an aging shaman went to the ruins, seeking a way to protect Palo Santo from the encroaching forces that threatened to engulf it. The rite he enacted was supposed to bring forth a champion, but he made a mistake during the ritual, and instead what he brought was a new age of darkness. The shaman brought back from death a lowly member of one of the warring cartels as an undead creature. With one foot in the land of the living and the other on the road to Mictlan, the Nahua underworld, this man had an uncanny understanding of the power of Death. Once named Mauricio Villa, this small time crook was accidentally brought back to life with the knowledge and power of Death magic. [b]Undead:[/b] It is very possible the Santa Muerte cult could create powerful undead minions or sorcerers at some point. Chiloé seems to also be the focal point of the Caleuche, a ghost ship who sails the nearby waters and is crewed by the souls of the drowned. [b]Captain Blood:[/b] Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave. It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid. [b]Zombie Master:[/b] Unlike his immortal foe, however, Maitre Carrefour has begun to feel the effects of his age. Although he remains healthy, time has taken its toll: his hair has gone white, his once-tall form bent. Some of the sorcerer’s more recent schemes have concerned ways to restore his lost youth or, perhaps, if left with no other means to stave off death, how to become a true “zombie master” by joining the ranks of the undead. [b]Ghost Pirate:[/b] Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave. It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid. [b]Ernesto Che Guevara, Ghost:[/b] Three years later, Ernesto “Che” Guevara, one of the two major figures in the Cuban revolution, who had gone to Bolivia to mount a guerrilla movement, was killed with help from America’s C.I.A. It’s said his ghost still wanders the place where he was executed, and time-traveling heroes identify his death as a focal point in history from which many alternate timelines branch away. [b]Ghost:[/b] In the windswept wastes of Iceland stands the Helka Volcano, active since the 1100s and even as recently as 2000, it is again on the verge of eruption. If the fear of this imminent disaster wasn’t already enough for the people of Iceland to contemplate, folklore has long said that the volcano is guarded by a coven of witches and somewhere in its fiery depths lies a gateway to hell. The tales refer to an original group of witches, long since dead, that guarded the volcano and its gateway for fear of what was on the other side. All of them had been brought to the volcano by visions that had plagued their dreams for years before. They lived in that desolate wasteland until old age and illness took them. With every eruption, they feared the arrival of something dark and evil, but it never came to pass while they lived. After they passed, the site lay unguarded for centuries, it’s hidden dangers long forgotten, but recently the secret of the volcano was finally rediscovered by cultists of the Eightfold Web and they’ve moved to Helka. The portal wasn’t a gateway to hell, it took travellers anywhere they wished if they knew the way. The cultists used it to open a way to Verecia, the parallel Earth containing Freedoms Reach so they could unite two aspects of the spider god, Raknis, from Earth, and Rakna, from Verecia). With its mind on both sides of the dimensional divide working towards the same goal it was easy for spider god to send agents to Helka volcano and Hell’s Forge in anticipation of the next eruption—which is when the link between the two worlds was weakest. That time is imminent and Raknis’ scheme to swarm first Earth-prime with his monstrous followers, and then Freedom Reach with technologically superior ones is on the verge of fruition. Unfortunately for Raknis, something it didn’t prepare for may disrupt the plan. Ghostly apparitions have been spotted in the area, described by all who have seen them to be the witches of legend, each one calling for help to combat a foe they can no longer overcome in their weakened state. Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends. The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts. [b]New Knight of Malta:[/b] In truth, the Knight is not any one person, but a kind of supernatural energy or presence that occupies different Maltese citizens as hosts, granting them particular powers and an innate sense of what needs to be done with them. Thus far, the Knight has always chosen well (assuming it is a choice at all): Everyone who has wielded its power has proven worthy, and it has been a lifechanging experience for many of them. [b]Esmeralda:[/b] An intelligent robot created by Lemurian science and powered by alchemical magic, [b]Crimson Mask, Vampire:[/b] Eventually Báthory was betrayed and killed by Alexandru Movila, a minor sorcerer who served Báthory. Dracula rewarded Movila as a traitor deserves, but using his mystical powers and sheer willpower, Movila managed to stave off death, and now roams the world as a vile magician called Crimson Mask. [b]Dracula, Vampire Lord:[/b] Dracula was transformed not by a mere Romani, but by an Urma (a “gypsy fairy,” one obsessed with power and night). Vlad, betrayed by his own brother and corrupt Hungarians, willingly rejected all that is good and holy for dominion over blood and darkness. He became not just a vampire, but a vampire lord. [b]Nosferatu:[/b] ? [b]Hansel, Hannes Hendrik, Vampire:[/b] In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang. [b]Gretel, Gerda Hendrik, Vampire:[/b] In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang. [b]Erszebet Báthory:[/b] Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen. [b]Lenore, Raven's Flame, Vampire:[/b] ? [b]Aswang:[/b] ? [b]Tlaciques:[/b] ? [b]Upir:[/b] An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood. Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten. [b]Ghul:[/b] An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood. In the Middle East they’re called ghuls. [b]Lilim:[/b] Lilims are supposedly descendants of Lilith, the queen of demons. [b]Nosferatu:[/b] Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten. [b]Vampire:[/b] A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire! [b]Hellscreamer:[/b] Murdered by a rival, death-metal musician Kgosi “King Screamer” Bamalete was offered a second chance at life by agreeing to become an agent of supernatural retribution, punishing the wicked for their crimes. The identity of the entity that resurrected Hellscreamer and gave him superhuman abilities is currently a mystery. It could be a demon, forgotten god, or powerful mystical hero or villain. [b]Light Ghost:[/b] One of the mystics that owed their knowledge to Emperor Rudolf’s curiosity was Honza (John) Krisov, professor at the University of Prague, student of the occult, one of the last members of ancient Order of Light, and a minor talent in his own right. When the Nazis rose to power in Germany, Honza was visiting his close friend Helmut Shaal to inquire about the unusual talents of his children. And on the fateful Kristallnacht, the Nazi’s attacked him and his family. Their powers weren’t enough to protect them, but he gave his life in a ritual that awakened the powers of the Light-bearers within his family. Krisov still exists… in a way. Sophie sometimes claimed that she heard his wise advice. In fact, Krisov was transformed into some kind of “light ghost.” He still exists, but he needs a strong purpose to latch onto in order to grant his host powers. [b]Tsavo:[/b] Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends. The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts. When Paterson killed the lions the spirits bound to them were dispersed, but not destroyed. At times over the next century, the spirits returned to possess the living in various places, each time taking over humans whose souls were weakened by madness, greed, sin, or evil. The spirits grow in power with each possession; all the blood they spill on their rampages makes them ever stronger and shortens the time needed before they can once again possess the living. As they’ve become more powerful, they’ve learned to twist, warp, and transform their hosts into a terrifying mix of man and beast. These monsters are now known simply as the Tsavo, which means “slaughter” in the Kamba language. They don’t always appear in Kenya, or even Africa, but they are tied to the place of their “birth,” and it is likely they cannot be truly destroyed unless someone can discover a way to purify the part of the region where they first began their murderous existence. [b]Pizrak Smekh:[/b] ? [b]Maemd Hiw:[/b] The spirit known as Maemd Hiw used to live life as a teenaged girl, but she was murdered by human traffickers and her soul remained on Earth–Prime. [b]Aquatic Skeleton:[/b] ? [b]Aquatic Zombie:[/b] ?[/spoiler] DC Adventures Hero's Handbook[spoiler] [b]Construct Undead Revenant:[/b] ? [b]Zombie:[/b] ? [b]Solomon Grundy:[/b] Many years ago, vain and wealthy merchant Cyrus Gold was murdered, his body dumped into Slaughter Swamp near Go-tham City. Mystical forces in the swamp attempted to trans-form Gold into a new incarnation of Earth’s plant elemental, but because Gold did not die by fire as required, the process was only partially successful. Decades later, a massive, shambling figure rose from the swamp, killing a pair of escaped convicts and stealing their clothes. He adopted the name Solomon Grundy from the children’s rhyme (“Solomon Grundy, born on a Monday...”) and embarked on a series of crimes in Gotham. [/spoiler] DC Adventures Heros and Villains II[spoiler] [b]Looker:[/b] Emily “Lia” Briggs was a timid librarian who was, unbeknownst to her, the last royal descendant of Abyssia, an underground kingdom that her ancestor founded after he gained mental powers from a crashed meteor in 2000 b.c.e. The Abyssians kidnapped and exposed Lia to the meteor fragment, which gave her incredible beauty and mental powers. Katana, a bookseller who happened to know Lia, got the Outsiders to rescue her. Lia, as Looker, joins the team. Looker’s powers and association with the Outsiders unfortunately puts a strain on her marriage and she separates from, and eventually divorces, her husband. Looker pursues a modeling career when the Outsiders move to Los Angeles and has a brief affair with Geo-Force. The opposition leader in Abyssia, Tamira, returns to power and engages Looker in a Rite of Challenge during which Looker loses most of her powers. Lia retires and leaves the Outsiders but later returns to Markovia. She regains her powers during a battle with the vampire Roderick but is also transformed into a vampire. [b]Zombie:[/b] Zombies are typically animated human corpses given a semblance of life through magic or scientific means (exposure to a disease or toxic waste, for example). [b]Zombie Flesh Eater:[/b] ? [b]Zombie Contagious:[/b] Their condition is contagious, either to anyone killed by them, or even anyone scratched or bitten (suffering at least an injured result from damage). [b]Skeleton:[/b] Skeletons are essentially fleshless zombies, faster and more agile because of it, and even more resistant to various forms of harm. The kind of skeletons that show up to fight heroes are often those of ancient warriors, and so may be equipped with appropriate armor and weapons, improving their damage and Toughness by +2 each and increasing their power level by 1 (although minion rank remains the same).[/spoiler] DC Adventures Universe[spoiler] [b]Undead:[/b] Lady Styx can raise all intelligent living beings slain by her followers as undead worshippers. [b]Darkstar Envoy:[/b] Once the hope for peace and justice in the universe, the Darkstars are now undead agents of Lady Styx, raised to pseudo-life in her service. [b]Earth 43 Batman:[/b] This is a world with a higher quotient of supernatural involvement than normal, where Batman was ultimately turned into a vampire and must control his own darker urges in order to continue his war on darkness.[/spoiler] [URL=https://www.drivethrurpg.com/product/224011/Freedom-City-Third-Edition?affiliate_id=17596]Freedom City (Third Edition)[/URL][spoiler] [b]Lantern Jack:[/b] There were tales of Lantern Jack, who haunted the nighttime streets of Lantern Hill carrying a ghostly, glowing lamp with him. The stories said he was the ghost of a patriot hanged by the British, his lantern shining with the light of vengeance and liberty. Others claimed he was a traitor to the Revolution, cursed to wander the Earth. Fortunately, Lantern Hill also has a guardian in the form of the ghostly avenger known as Lantern Jack, who has haunted its streets for more than two centuries, paying for his sins by serving as an instrument of justice and, on occasion, righteous vengeance. The ghostly guardian of Lantern Hill dates back to the Revolutionary War in Freedom City. Stories claim Lantern Jack is the restless spirit of a colonial patriot slain by a British officer when he attempted to warn the people of the city of an attack. The truth is John Halloran betrayed the rebels secretly meeting in the Emerald Dragon tavern to the British. He regretted his actions when he found they planned to murder, not imprison, the rebels and anyone else in the tavern. John tried to warn them and stop the redcoats, but was killed for his trouble. The fate of his soul hanging in the balance, John Halloran’s final good deed did not outweigh his sins. Given a chance to redeem himself and prove himself worthy, John accepted the charge of meting out vengeance, justice, and truth against the evils of the world. [b]Jack-a-Knives:[/b] The being known as Jack-a-Knives is a Murder Spirit, the soul of a vicious killer from the ancient world pledged to Hades, Lord of the Underworld. Upon the killer’s death, Hades stripped the spirit of its memories and personality, leaving behind nothing except the desire to kill and the knowledge of how to do it. Some believe Jack is actually an amalgamation or distillation of such dark spirits, gathered over the centuries and fused together in the fires of Tartarus into a single malevolent entity. [b]Dracula, Vampire Lord:[/b] ? [b]Zombie:[/b] Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets. The morgue increased on-site security after an incident in which followers of Baron Samedi caused a series of deaths using “zombie powder,” which caused the victims to rise as walking corpses three days later. Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. Siren didn’t have long to wait before the Baron struck with his first ploy, transforming the criminals she captured into his zombie minions and sending them against her. [b]Ghost:[/b] Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets. Potential adventures include vengeful ghosts of Happanuk natives; executed witches or suspected witches; or British or Colonial soldiers or sympathizers from the Revolutionary War; any of which might be disturbed by things like archeological digs, reenactments, or just the right conjunction of mystical forces at a particular time—say, Halloween or All Souls’ Day, for example. [b]Malador:[/b] ? [b]Vampire:[/b] ? [b]Burning Ghost:[/b] ? [b]Ghost of Mary James:[/b] ? [b]Skeleton:[/b] Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets. [b]Ghost of Wilhelmina Phillips:[/b] Mina can be an active presence in stories set in and around the asylum, as well. Unable to rest, her spirit may have become a ghost. Depending on the circumstances of her demise, she may be vengeful, or still filled with despair and inflicting it upon anyone sensitive to her presence—including some patients of the asylum! [b]Undead:[/b] ? [b]Conqueror Worm, Michael Reeves:[/b] Stunned by the revelation the homicidal Reeves knew of his secret love for Jasmine Sin, Duncan Summers unintentionally caused the Conqueror Worm to fall to his death. Reeves’ soul remained in well-earned torment for 40 earthly years. Then, as part of a malefic scheme, Malador the Mystic sought a spirit as evil and corrupting as his own, and Michael Reeves’ shone out even in the darkest realms. Using his great and ancient sorcery, Malador restored Reeves to undead life and imbued him with power over the mystic forces of death itself. [b]Knightfire:[/b] As an adult, Dan ended up working in Freedom City as a security guard for a department store until his boss fired him for rousting and threatening a black patron. Dan proceeded to go out and get drunk, ignorant of what was going on around him. It was clear to him that Freedom City was just like everywhere else—run by the mongrel races and with no place for a real man. That’s when the stranger approached Dan and offered him his card. He had an offer, one Dan didn’t believe, so why refuse? He said Daniel Foreman could become the true hero he’d always wanted, if he really wanted it. Dan isn’t sure what happened, only that he found his way home and passed out. He woke up to find his bedroom in flames! He panicked for a moment, but realized the fire didn’t hurt him or the new clothes he was wearing; in fact, the flames made him feel stronger—purer—than ever. He realized the vision he had was real. He had the power, and then he knew: the purifying fire of God had touched him, and made him into the hero the world needed. He was the chosen one who would purify the Earth with fire—the White Knight! The White Knight became infamous in Freedom City as a hate-monger and a vicious terrorist, unswayable from his mission to purify the world. The more he fought—and lost—the hotter the flames of his hatred grew, until, one day, they consumed him. While fighting members of the Freedom League, White Knight set an office building in Southside ablaze. The heroes managed to save the innocent people trapped inside, but couldn’t get White Knight out before the entire building caved in on him. His body was later recovered from the burned-out rubble. But that was not the end of him. Daniel Foreman made a deal, and the terms of that deal delivered his soul into realms beyond mortal ken. Torment distilled his essence—until only the purest hate remained— before the spirit that was once Daniel Foreman was dispatched back into the world, no longer the White Knight, but the infernal being calling itself “Knightfire”. [b]Ghost of Stefan Bathory:[/b] Fifteenth Century Eastern European occultist Alexandru Movilâ made many enemies in his day, not the least of whom was Stefan Báthory, the lord of Transylvania, whom Alexandru betrayed to the Turks. For his treachery, he was cursed, haunted by Stefan’s ghost and unable to die, but most certainly able to suffer. [b]The Silver Scream, Lauren Hammond:[/b] Faced with the end of her career and obscurity, Lauren gave what she considered her final performance when she overdosed on medication. Her landlady found her body, and the curtain fell on Hammond’s life. She would have been relegated to historical retrospectives on the horror film industry and “Whatever happened to...?” documentaries, but Lauren Hammond’s spirit would not rest. The despair that claimed her life also gnawed at her soul, keeping her from whatever afterlife awaited. Instead, Lauren Hammond returned as a vengeful ghost in the 1950s to haunt the theatres she associated with her downfall, striking back against the producers, directors, and actors who spurned her. The Silver Scream is a ghost, the spiritual and emotional essence of the woman who was once Lauren Hammond, if not her actual soul. ZOMBIE POWDER Enhanced Fortitude 5 (Limited to Resisting Fatigue and Pain), Enhanced Will 5. While the drug’s effects last, users have Will 0 against magical forms of mind control. Make a Fortitude check (DC 10) when a character ingests zombie powder. Failure means the user falls into a coma and must make another Fortitude check (DC 15) to avoid immediate death. The DC increases by +1 with each additional dose (+4 with each additional dose in the same 24 hour period), ensuring the eventual death of an addict. Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. Use the Zombie stat block in Chapter 7 of the Hero’s Handbook. [/spoiler] [URL=https://www.drivethrurpg.com/product/187984/Hero-High-Revised-Edition?affiliate_id=17596]Hero High (Revised Edition)[/URL][spoiler] [b]Jack-a-Knives:[/b] ? [b]Ghost Pirate:[/b] ? [b]Undead Pimp:[/b] ? [b]Ghost of Murdered Camper:[/b] ? [b]Ghost of the Bard:[/b] ? [b]Ghost:[/b] ? [b]Burning Ghost:[/b] The Burning Ghost is the soul of someone whose thirst for vengeance twisted and completely blinded them. The vengeance spirit gave this power to Strype and, later, to William Warner. [b]Governor Strype's Ghost:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/204720/Mutants-and-MastermindsThe-Super-Villain-Handbook-Deluxe-Edition-Conversion-Pack?affiliate_id=17596]Mutants & Masterminds The Super Villain Handbook Deluxe Edition Conversion Pack[/URL][spoiler] [b]Dracula:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/244453/Rogues-Gallery?affiliate_id=17596]Rogues Gallery[/URL][spoiler] [b]Lantern Jack:[/b] ? [b]Mummy:[/b] ? [b]Kathryn the Red, Kathryn van Houten, Dullahan:[/b] Kathryn van Houten lived in Mystery, New Hampshire (see The United States of America in Atlas of Earth-Prime) in the days leading up to the American Revolution. Her husband, Rudolf van Houten, was a tax collector for King George III. Rudolf’s job afforded a life of domestic bliss for the pair. They moved into a large manor house in the hills overlooking Mystery, threw lavish parties, and mingled with local high society. Their wealth only grew as the English crown tightened its grip on the colonies. Rudolf’s work kept him away from home for months at a time, leaving Kathryn to entertain herself. She was fascinated with her German heritage, particularly the stories of Hessian mercenaries. Kathryn used her considerable leisure time to practice swordplay, horseback riding, and marksmanship. Her interest even led her to have a specially-fitted suit of armor made. She was a popular woman about town and hosted banquets whenever she could. She would demonstrate her martial prowess to the delight of her guests, and word of her peculiar interests spread across the New Hampshire colony. Unfortunately, Kathryn’s world came crashing down as the New World buckled beneath the weight of the Old. When war broke out between England and the colonies, an angry mob of revolutionaries attacked her husband. They tarred and feathered Rudolf, before parading him through the streets of Mystery and hanging him as a traitor. The trauma broke Kathryn and she abandoned the manor, taking only her equipment and horse with her. She met a group of Hessian mercenaries and demanded to join their company. The men were skeptical at first, but agreed to let her fight with them after hearing of her husband’s fate. Kathryn earned the nickname “the Red” during the opening battles of the war due to her savagery. She led cavalry charges on the ranks of rebel riflemen, scattering her enemies before her. Her ferocity became a thing of legend and minutemen huddled around their fires prayed not to run into Kathryn the Red and her screaming Hessian butchers. Kathryn’s luck eventually ran out; before the close of the war she was captured and beheaded by rebels. That wasn’t the end of Kathryn’s story, however. In the moments before her death, she vowed revenge on all who had wronged her. A crack of thunder split the air as her head left her shoulders and Kathryn’s spirit departed this realm, her soul taken before the court of the Unseelie Fey. Kathryn’s shade was given a choice: bury her rage and pass on in peace, or haunt the Earth as a dullahan, collecting spirits for the Unseelie and punishing those who’d wronged her. Kathryn chose the latter and returned to the land of the living as one of the Unseelie’s headless riders. Kathryn the Red has plagued Mystery ever since. [b]Indomitable:[/b] Indomitable was Kathryn van Houten’s mount during the Revolutionary War, and even then he was a massive, ill-tempered beast. Now Indomitable is a terrifying spectral horse that serves as Kathryn’s loyal steed [b]Kid Grimm, Bo Carlson:[/b] Bo Carlson was never a particularly successful outlaw. His crimes never made the newspapers, and his profits were barely enough to keep him in whiskey. As the Civil War raged across the States, Carlson began to make his way north in an attempt to avoid the conflict. He began to hear tales about Fort Emerald, a burgeoning town where he decided he may be able to make a name for himself. A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm. For days he travelled across the wilderness before stopping off at White Peaks, a small town on the other side of the Atlas Mountains from Fort Emerald. As he slowly rode towards town, a small wagon with a man and woman huddled against the cold passed by. Initially, he dismissed them as just another poor family making their way west, but for some reason he glanced back as it rolled by. Through the open back he saw two children playing with what appeared to be gold coins—more money than Grimm had seen in a long while. Grimm knew he couldn’t pass up such easy pickings. He drew a pistol from his belt, pulled his scarf across his face, rode up, and threatened the weather-worn, elderly driver. Grimm demanded he turn over the coins the children were playing with in the back. Frightened, the driver pulled back on the reins and the wagon slowed. Then Grimm noticed the woman sitting next to the driver had pulled a shotgun from beneath her blankets and pointed it towards him. She fired the gun, narrowly missing Grimm, and he responded with a blast from his own pistol, which caught the woman in the chest. Screams came from inside the wagon, but Grimm wasn’t done. He sent a second shot into the man and then three more through the covering of the wagon until everything was quiet. Then he reached into the wagon and gathered his spoils, thirteen gold coins larger and brighter than any he had seen before. As he admired them in the morning light, he heard a murmur from the driver’s seat. The woman was still alive and her eyes were fixed upon him as she said something in a language Grimm couldn’t understand. As she finished, the winds kicked up and he felt ... something become part of him—almost like it had invaded his soul. Then the woman was dead, so Grimm shrugged, and rode off. He continued on to White Peaks, the strange words echoing in his mind. Little did he know that a marshal heading to White Peaks stumbled across the wagon and discovered the children inside were still alive. With their description, the marshal found and arrested Grimm as he sat, drunk, in a White Peaks bar. Shortly thereafter, he was sentenced to die by hanging. As the trapdoor opened beneath his feet, the words of the woman thundered through his mind, and this time he understood their meaning. “The cost of our lives was thirteen coins; you shall not rest until the coins are returned.” Grimm’s body was buried unmarked outside of town, but thirteen nights later his spirit returned, his black heart reforged into two obsidian black six-guns. [b]Brimstone, Ghostly Steed:[/b] ? [b]Mother Moonlight, Anna-Marie Delgado:[/b] Her children’s deaths finally opened Anna-Marie’s eyes to the truth: that the so-called superheroes had once again killed those most important to her, stealing her hope and joy for their moment of careless glory. Consumed with anger and despair, she wandered into the Chihuahua desert alone on a moonless night and screamed to the old gods she had abandoned so long ago, cursing them for their powerlessness and begging them for her children’s souls. Anna-Marie opened her veins while chanting to Cihuacoatl, begging the fertility goddess to take her as a cihuateto—a sacred spirit-mother, pledging eternal service in return. But she had been faithless for too long, and not died honorably in birth as was Cihuacoatl’s will. Only Coatlicue—the ancient, two-headed mother of the gods, insatiable mistress of death and rebirth—answered Anna’s bloody call. The Devouring Mother again wanted a presence in the world, challenging Anna-Marie that if she felt the gods of old were so useless, then it would be her burden to make them relevant once more. And so rose up an unliving servant: Mother Moonlight. Anna-Marie returned not as an elegant night-warrior but an abomination, with serpents and mud in her veins and a cold, reptilian hunger to remake the world, beginning with the “children” of those who had wronged her. Mother Moonlight is maternal grief twisted into hatred, self-loathing, and gross purpose. She blames all costumed champions for her children’s deaths, and by extension the wrongs of society, and they are the lens through which she will remake a just world for the old gods of Central America to rule once more. [b]Vampire:[/b] ? [b]Spirit of Achilles, Ghost:[/b] ? [b]Zombie:[/b] The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions. [b]Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie:[/b] Dr. Josh Harrington was an Emerald City research pathologist tasked with eliminating the threat posed to humanity by super bugs. Dr. Harrington believed that a disease-free future could be found by studying extraterrestrial DNA harvested from super-powered volunteers. Confident that he was on the verge of a breakthrough and threatened with the closure of his project, he injected an array of dangerous bacteria into alien cells and the results were catastrophic. The bacteria absorbed the alien DNA and began to replicate itself at an astonishing rate. Dr. Harrington’s protective gear was overwhelmed by the microbes, and before he could decontaminate himself, he succumbed to the disease. Unfortunately, that wasn’t the end for Dr. Harrington. The alien DNA granted a malevolent sentience to the bacteria; the augmented cells latched onto his nervous system, reanimating the doctor’s body and dragging it out of the research facility. Using the doctor’s corpse, the bacteria escaped into the city and entered the sewers where it explored and learned about its environment and existence. It warped Dr. Harrington’s body, bloating and scarring it beyond recognition to create a home for itself. The bacteria reproduced at an unprecedented rate, filling its new home to the brim with all manner of contaminants. In a matter of days, the creature that would become known as Pandemic was ready to spread its pathogens. [b]Lodi Hare-Foot, Ghost:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/180634/Super-Powered-Bestiary?affiliate_id=17596]Super Powered Bestiary[/URL][spoiler] [b]Devourer:[/b] The origins of the devourers are shrouded in mystery. Some claim that devourers are the undead forms of fiendish creatures, such as demons and devils. Others say they are the result of ancient, giant necromancers from a bygone era; or perhaps even another dimension. [b]Allip:[/b] Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity. [b]Bodak:[/b] This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity. Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Bodak's Create Spawn ability. [b]Ghost Banshee:[/b] A banshee is the ghost of an evil fey creature. [b]Ghoul:[/b] People rightfully fear ghouls and their corpse-eating ways. The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward. Diseased Bite power. [b]Ghost:[/b] Ghosts are the undead spirits of creatures that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done; this often results in the ghost returning into existence even if it has been destroyed over and over again. [b]Ghast:[/b] ? [b]Lacedon:[/b] ? [b]Lich:[/b] Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature. The process allows that spellcaster to retain his intelligence and magical powers, while gaining a large number of new necromantic powers. To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery. [b]The Broken King:[/b] ? [b]Mohrg:[/b] Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes. [b]Mummy:[/b] The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state. [b]Shadow:[/b] Any living creature slain by a shadow rises as a shadow soon afterwards. [b]Skeleton:[/b] Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Fast Vampire:[/b] ? [b]Flying Vampire:[/b] ? [b]Wight:[/b] The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves. [b]Wraith:[/b] This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths. [b]Zombie:[/b] A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers. Those slain by a Mohrg arise soon afterwards as a zombie. Mohrg's Zombie Plague power. [b]Plague Zombie:[/b] These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die. Plague Zombie's Necromantic Infection power. Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Limited to those slain by the mohrg, Permanent, Uncontrolled) – 4 points Necromantic Infection: Affliction 5 (Fatigued, Exhausted, Transformed [into plague zombie]); Resisted and Overcome by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive – 6 points[/spoiler] Super Powered Bestiary Aboleth to Cyclops[spoiler] [b]Allip:[/b] Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity. [b]Bodak:[/b] This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity. Anyone who locks eyes with a bodak will die instantly and himself return as a bodak within one day. Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Normally this does not require game mechanics, as it is not a fate that should befall any Player Character; only NPCs should suffer from such a horrifying end. However, should a GM want to simulate this ability, they may use the following Power: Create Spawn: Burst Area Affliction 5 (Dazed / Compelled / Transformed [corpse into bodak]; Resisted by Fortitude; Affects Objects [corpses only], Linked to Death Gaze, Reaction [when living being is slain by Death Gaze]) – 25 points[/spoiler] Super Powered Bestiary Eagle to Invisible Stalker[spoiler] [b]Ghost:[/b] Ghosts are the undead spirits that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done. [b]Ghost Banshee:[/b] A banshee is the ghost of an evil fey creature. [b]Ghoul:[/b] The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward. Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued / Exhausted / Transformed [corpse slain by ghoul bite into ghoul]; Resisted by Fortitude; Affects Objects Only, Progressive) – 13 points [b]Ghast:[/b] ? [b]Lacedon:[/b] ?[/spoiler] Super Powered Bestiary Kraken to Rust Monster[spoiler] [b]Lich:[/b] Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature. To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery. [b]The Broken King:[/b] ? [b]Mohrg:[/b] Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes. [b]Zombie:[/b] Those slain by a Mohrg arise soon afterwards as a zombie. Mohrg's zombie plague power. Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Continuous, Limited to those slain by the mohrg, Uncontrolled) – 8 points [b]Mummy:[/b] The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.[/spoiler] Super Powered Bestiary Sahuagin to Zombie[spoiler] [b]Shadow:[/b] Any living creature slain by a shadow rises as a shadow soon afterwards. [b]Skeleton:[/b] Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source. [b]Vampire:[/b] ? [b]Fast Vampire:[/b] ? [b]Flying Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves. [b]Wraith:[/b] This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths. [b]Zombie:[/b] A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers. [b]Plague Zombie:[/b] These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die. Plague Zombie's necromantic infection power. Necromantic Infection: Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive) – 6 points[/spoiler] [URL=http://www.drivethrurpg.com/product/239914/Super-Powered-Legends-Sourcebook?affiliate_id=17596]Super Powered Legends Sourcebook[/URL][spoiler] [b]Dracula:[/b] 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok. The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires. In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.” [b]Nachtoter, Jonathan Howlett, Vampire:[/b] 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire. 1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin. Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire. [b]Russian Ghost:[/b] 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost. [b]Vampire, Alexander Dodge:[/b] 1974, October: Alexander Dodge is transformed into a vampire. [b]Vampire, Sarra Matsoukas:[/b] 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker. [b]Vampire, Glamour:[/b] 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.” [b]Vampire, Tempest:[/b] 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.” In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride. [b]Vampire:[/b] It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists. Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row. [b]Ghost:[/b] ? [b]Count Orlok:[/b] ? [b]Vampire Average:[/b] This build for an “average” vampire is a newly-created undead spawn. [b]Vampire Strigoi:[/b] ? [b]Vampire, Milady Pierce:[/b] When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Atmet:[/b] In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I. On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.[/spoiler] [URL=http://www.drivethrurpg.com/product/107885/Vicious-Villains-II-Mystical-Monsters?affiliate_id=17596]Vicious Villains II Mystical Monsters[/URL][spoiler] [b]Count Erich Grey:[/b] ? [b]Ghost Serpent:[/b] The assassin known throughout the criminal underworld as the Ghost Serpent was once a humble Palestinian housewife. Her home was hit by a stray rocket during one of the many border skirmishes in her homeland. She died covered in the blood of her two children. Her rage was so strong that her spirit remained behind, making her a ghost.[/spoiler] [/spoiler] Mutants and Masterminds 2e[spoiler] [URL=http://www.drivethrurpg.com/product/19910/Mutants--Masterminds-Second-Edition?affiliate_id=17596]Mutants and Masterminds 2e[/URL][spoiler] [b]Vampire Lord:[/b] ?[/spoiler] [URL=www.drivethrurpg.com/product/55068/Book-of-Magic?affiliate_id=17596]The Book of Magic[/URL][spoiler] [b]Denizen of the Dead:[/b] ? [b]The Hungry Dead:[/b] ? [b]Shade:[/b] ? [b]Malador the Mystic:[/b] Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic. [/spoiler] [URL=http://www.drivethrurpg.com/product/58382/Misfits--Menaces-Tricks--Treats?affiliate_id=17596]Misfits & Menaces Tricks & Treats[/URL][spoiler] [b]Dracula:[/b] Fatally wounded in battle against the Ottomans near Bucharest in 1476, Vlad’s dark soul cried out into the cosmic void and there its call was heard by an incomprehensible power of deepest evil. Perhaps seeing an opportunity or merely looking for a way to amuse itself, this power infused Vlad with some of its dark essence, transforming the warrior prince into one of the undead. [b]Graveside:[/b] A former Mafia foot soldier during Las Vegas’ heyday, Samuel was left out in the desert and buried alive after turning over information to the FBI. Unknown to the toughs that buried him, Sam’s grave was dug in a lost Paiute Native American burial ground and its spirits did not welcome the intruder. After he died of asphyxiation, Samuel’s body rotted rapidly due to the spirits’ anger while his own spirit was cast out to wander the Earth. [b]The Horseman:[/b] A Hessian hussar paid by the British to fight the rebels of the American Civil War, Reichart Hümmel was an especially brutal warrior who made a reputation amongst his enemies for taking the heads of his slain opponents as a means to spread terror amongst the revolutionaries. Ironically, he was slain at the battle of Chatterton Hill in 1776 when an American cannonball skipped across the field and decapitated him while still mounted upon his massive black charger. [b]Pumpkin Jack:[/b] Unfortunately for the serial killer, his first victim in New Orleans was actually a Creole voodoo priestess in the wrong place at the wrong time. With her last breath and using the only thing she had at hand, a straw voodoo doll, the priestess cursed Jack by dispossessing his spirit and casting it into the spiritual ether. Because of the curse’s connection to the voodoo doll catalyst the priestess used, Jack’s soul settled in the first similar straw icon it came across: a straw scarecrow. [/spoiler] [URL=http://www.drivethrurpg.com/product/57403/Wild-Cards?affiliate_id=17596]Wild Cards[/URL][spoiler] [b]Crypt Keeper:[/b] He drifts through the 1980s, getting in trouble for more small-time stuff, but in 1987 kills a clerk in a liquor store robbery gone wrong. He snaps and takes a deer rifle and a .45 magnum to the top of a tower at the University of Texas in Austin, and spends an afternoon sniping at passers-by. He kills 26—27 if you count himself, as to avoid capture he blows away the side of his head and half his face with the pistol. But his career is only beginning. Puckett wakes up in the potters’ field where he was buried, which had also been used as a toxic waste dump, and he realizes the Lord has given him a second chance to do right with his life. [/spoiler] [URL=http://www.drivethrurpg.com/product/28754/The-6th-Seal?affiliate_id=17596]The 6th Seal[/URL][spoiler] [b]Thomas Amber Elder Vampire:[/b] In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies. [/spoiler] [URL=http://www.drivethrurpg.com/product/13114/GODSEND-Agenda-Superlink-Conversion?affiliate_id=17596]Godsend Agenda Superlink Conversion[/URL][spoiler] [b]Undead:[/b] Dr. Necropolis' animate undead power.[/spoiler] [URL=http://www.drivethrurpg.com/product/50247/Another-13-Shades-of-Darkness?affiliate_id=17596]Another 13 Shades of Darkness[/URL][spoiler] [b]Mary Blood:[/b] The New York Chapter used Mary as bait, knowing that her youth and good looks would make her irresistible to their quarry. They sent her into a private club owned by an ancient Hungarian vampire named Count Zoltan, and used her to lure him to his doom. Mary was bitten during the course of the adventure, so her new friends in the Society prepared to have her killed. She had never trusted them, however, and ran away before they had a chance to pound a stake through her heart. By the time she arrived in the PCs’ campaign city, she could no longer walk by day. [b]Voracious Legion:[/b] Shortly before the cataclysm, M’aal’iss’ha–the Legion’s matriarch-priestess, slut-bride of the Eternal Eater–had a premonition of the impending disaster. She gathered the fiercest, most merciless warriors of the Legion to her side, bidding them to capture as many captives as they could along their journey and bring these unfortunates to her. She especially encouraged the Legionnaires to secure pregnant females and newly-hatched offspring. She then led them into the deep caverns that extended for miles under the surface of H’raath. There they performed an obscene ritual where that culminated in the sacrifice of their captives and their undying pledge to serve S’aar’ah’man beyond the end of their world, beyond death or damnation. [b]Longing Dead:[/b] Not all the soldiers, scientists, and technicians who succumbed to the unleashed Delirium were lucky enough to die. Some of the stronger-willed ones suffered a far worse fate; unwilling to relinquish the rage they felt at having their lives stolen away from them by the obscene entity that had crept out of the crawlspace between worlds, their hatred prevented their souls from wholly moving on from this plane of existence. Instead some remnant of them remained in their hollowed-out shells, seething with anger over all that had been stripped away from them. Despite the fact that they gnash at their victims with their broken, jagged teeth, they do not consume flesh. Instead they try to grapple their targets and drag them to the ground, where they then try to steal away their essence, causing the poor unfortunates to rapidly weaken and age, while the Longing Dead gain strength. Those who survive this process regain their youth within a few minutes rest (though other injuries they sustained must heal normally) but any who perish join the Longing Dead. [b]:The Maiden[/b] She discovered the whereabouts of Soviet Science City Six and came here alone, looking for occult secrets. In Test Chamber Five, she found out more than she wanted. Now her angry ghost stalks the halls of Soviet Science City Six, something more and less than human.[/spoiler] [/spoiler] [/spoiler] Qalidar[spoiler][URL=http://www.drivethrurpg.com/product/215803/Qalidar-Supplement-2-Qritters?affiliate_id=17596]Qalidar Supplement 2: Qritters[/URL] [b]Tethered:[/b] The tethered are vectors that have been bound to a physical form of some sort. Humanoid corpses serve this purpose readily, but more ambitious karcists have been known to use the remains of other creatures or construct entirely artificial bodies. The tethered, on the other hand, are vectors bound, possibly against their will, to a material form. This form is often, but not necessarily, a dead human body. [b]Coal Mite:[/b] These vicious little creatures are made entirely of smoldering char animated by destructive vectors. [b]Dross:[/b] Dross are vaguely humanoid lumps of shifting flesh, all that remains of the victims of corrosively alien vector. [b]Ghoul:[/b] Ghouls are human or humanoid creatures that have been twisted into cannibalistic parodies of their former selves. [b]Homunculus:[/b] The homunculus is a miniature servant created by binding a vector to an artificial body. A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost $500. The work must be performed by a karcist, although the karcist can bond the homunculus to a client rather than himself. Creating the body requires a DC 12 Intelligence check. After the body is sculpted, it is animated through an extended ritual that requires a specially prepared laboratory or workroom, costing $5,000 to establish. If the master is personally constructing the creature's body, the building and ritual can be performed together. Cost to construct is at least $10,500. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds $20,000 to the cost to create. [b]Mummy:[/b] Mummies are well-preserved corpses animated by particularly ambitious and devious vectors. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, known primarily as the mindless pawns of karcists. [b]Wight:[/b] A wight is a shriveled corpse animated by hate and bitterness. [b]Zombie:[/b] Zombies are corpses reanimated by bound vectors.[/spoiler] Silver Age Sentinels d20[spoiler] [URL=https://www.drivethrurpg.com/product/383/Silver-Age-Sentinels-d20-Edition?affiliate_id=17596]Silver Age Sentinels: d20 Edition[/URL][spoiler] [b]Undead:[/b] ? [b]Zombie:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Dracula:[/b] ? [b]Mummy:[/b] ? [b]Doc Cimitiere, Zombie:[/b] Doc Cimitière returned from dead as zombie. The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment. Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him. [b]Zombi:[/b] The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier. The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.[/spoiler] [URL=https://www.drivethrurpg.com/product/377/Roll-Call-1?affiliate_id=17596]Roll Call #1[/URL][spoiler] [b]Century, Dr. Zebediah Potter, Dr. Z, Vampire:[/b] His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture. [b]Zu Hsien-ku, Vampire:[/b] ? [/spoiler] [/spoiler] Slaine d20[spoiler] Slaine the Roleplaying Game of Celtic Heroes[spoiler] [b]Ghoul:[/b] ? [b]Half-Dead:[/b] ?[/spoiler] The Invulnerable King[spoiler] [b]Sokkvabek Folk:[/b] These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own. Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.[/spoiler] The Ragnarok Book[spoiler] [b]Ghoul:[/b] ? [b]Ghost:[/b] ? [b]Shadow:[/b] ? [b]Wraith Sorcerer:[/b] ? [b]Naescu Shadow Druid 9:[/b] ?[/spoiler] [/spoiler] Spellchrome[spoiler] [URL=https://www.drivethrurpg.com/product/68843/Spellchrome-Core-Rulebook?affiliate_id=17596]Spellchrome Core Rulebook[/URL][spoiler] [b]Undead:[/b] ? [b]Lumbering Dead:[/b] When barrier spirits cross over into Eldlandria, some are not strong enough to feed off or control a living creature. The barrier spirit is forced to inhabit and use a human corpse, creating what is commonly called the lumbering dead. Stories persist of humans working in coordination with spirit forces to cobble together even more powerful lumbering dead from the components of several corpses. In order for a victim to become a lumbering dead, they have to die first (even then, it’s rare). [b]Zombie:[/b] ?[/spoiler] [/spoiler] True20[spoiler] [URL=http://www.drivethrurpg.com/product/55402/True20-Adventure-Roleplaying-Revised-Edition?affiliate_id=17596]True20 Adventure Roleplaying Revised Edition[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power. [b]Crypt Wight:[/b] Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane. [b]Ghost:[/b] Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life. [i]Imbue Unlife[/i] spell. [b]Skeleton:[/b] Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators. [i]Imbue Unlife[/i] spell. [b]Vampire:[/b] If a vampire kills a victim with blood drain, the victim returns as a vampire in three days. [i]Imbue Unlife[/i] spell. [b]Zombie:[/b] Zombies are corpses animated by supernatural forces. [i]Imbue Unlife[/i] spell. Imbue Unlife Fatiguing You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent. Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again. 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 from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife. The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control. Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.[/spoiler] [URL=http://www.drivethrurpg.com/product/63405/The-Imperial-Age-True20-Edition?affiliate_id=17596]Imperial Age True20[/URL][spoiler] [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of forgotten Egyptian gods. [b]Apparition:[/b] Apparitions are the spectral remnants of intelligent beings that, for one reason or another, cannot remain at rest. [b]Ghost Apparition:[/b] ?[/spoiler] [/spoiler] Two Worlds Tabletop RPG[spoiler] [URL=http://www.drivethrurpg.com/product/61414/Two-Worlds-Tabletop-RPG?affiliate_id=17596]Two Worlds Tabletop RPG[/URL] [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Archer:[/b] ?[/spoiler] [/spoiler] [/QUOTE]
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